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Need to disable blending when we render the distorted screen quad.
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1 changed files with 3 additions and 1 deletions
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@ -840,6 +840,7 @@ void displayOculus(Camera& whichCamera) {
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float scaleFactor = 1.0 / ::oculusDistortionScale;
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float aspectRatio = (WIDTH * 0.5) / HEIGHT;
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glDisable(GL_BLEND);
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glEnable(GL_TEXTURE_2D);
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glUseProgramObjectARB(::oculusProgramID);
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glUniform1fARB(textureLocation, 0);
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@ -874,7 +875,8 @@ void displayOculus(Camera& whichCamera) {
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glTexCoord2f(0.5, 1);
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glVertex2f(WIDTH/2, HEIGHT);
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glEnd();
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glEnable(GL_BLEND);
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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glUseProgramObjectARB(0);
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