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Whoops--fixed a matrix stack issue that was breaking Oculus rendering.
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1 changed files with 1 additions and 5 deletions
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@ -21,7 +21,6 @@ void Environment::init() {
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}
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}
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void Environment::renderAtmosphere(Camera& camera) {
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void Environment::renderAtmosphere(Camera& camera) {
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glPushMatrix();
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glTranslatef(getAtmosphereCenter().x, getAtmosphereCenter().y, getAtmosphereCenter().z);
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glTranslatef(getAtmosphereCenter().x, getAtmosphereCenter().y, getAtmosphereCenter().z);
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@ -72,10 +71,7 @@ void Environment::renderAtmosphere(Camera& camera) {
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program->release();
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program->release();
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glPopMatrix();
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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}
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ProgramObject* Environment::createSkyProgram(const char* from, int* locations) {
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ProgramObject* Environment::createSkyProgram(const char* from, int* locations) {
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