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Unified Diff: chrome/browser/android/vr_shell/vr_shell.cc

Issue 2509483002: Fixed WebVR HTTP warning only rendering in the right eye (Closed)
Patch Set: Created 4 years, 1 month ago
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Index: chrome/browser/android/vr_shell/vr_shell.cc
diff --git a/chrome/browser/android/vr_shell/vr_shell.cc b/chrome/browser/android/vr_shell/vr_shell.cc
index dc0a4337c7bbc538d1e2655e56fdb4f5bf3f46cd..881af78ea80ad4fa08807c50d1e987647f6b70f0 100644
--- a/chrome/browser/android/vr_shell/vr_shell.cc
+++ b/chrome/browser/android/vr_shell/vr_shell.cc
@@ -565,14 +565,16 @@ void VrShell::DrawVrShell(const gvr::Mat4f& head_pose,
bool not_web_vr = html_interface_->GetMode() != UiInterface::Mode::WEB_VR;
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_TRUE);
+
if (not_web_vr) {
- glEnable(GL_CULL_FACE);
- glEnable(GL_DEPTH_TEST);
- glEnable(GL_SCISSOR_TEST);
glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
- DrawUiView(&head_pose, world_elements, not_web_vr);
+ DrawUiView(&head_pose, world_elements);
if (!head_locked_elements.empty()) {
// Switch to head-locked viewports.
@@ -585,13 +587,13 @@ void VrShell::DrawVrShell(const gvr::Mat4f& head_pose,
// Bind the headlocked framebuffer.
frame.BindBuffer(kFrameHeadlockedBuffer);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- DrawUiView(nullptr, head_locked_elements, true);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ DrawUiView(nullptr, head_locked_elements);
}
}
void VrShell::DrawUiView(const gvr::Mat4f* head_pose,
- const std::vector<const ContentRectangle*>& elements,
- bool clear) {
+ const std::vector<const ContentRectangle*>& elements) {
for (auto eye : {GVR_LEFT_EYE, GVR_RIGHT_EYE}) {
buffer_viewport_list_->GetBufferViewport(eye, buffer_viewport_.get());
@@ -605,13 +607,6 @@ void VrShell::DrawUiView(const gvr::Mat4f* head_pose,
glViewport(pixel_rect.left, pixel_rect.bottom,
pixel_rect.right - pixel_rect.left,
pixel_rect.top - pixel_rect.bottom);
- glScissor(pixel_rect.left, pixel_rect.bottom,
- pixel_rect.right - pixel_rect.left,
- pixel_rect.top - pixel_rect.bottom);
-
- if (clear) {
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- }
const gvr::Mat4f render_matrix = MatrixMul(
PerspectiveMatrixFromView(
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