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fixed two-eye rendering in stereo modes which should not cause that
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@@ -167,7 +167,7 @@ bool use_z_coordinate() {
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#if CAP_VR
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if(vrhr::rendering()) return true;
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#endif
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return current_display->stereo_active();
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return current_display->separate_eyes();
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}
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void apply_depth(hyperpoint &f, ld z) {
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@@ -2783,7 +2783,7 @@ EX void draw_boundary(int w) {
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switch(pmodel) {
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case mdTwoPoint: {
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if(twopoint_do_flips || current_display->stereo_active() || !sphere) return;
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if(twopoint_do_flips || current_display->separate_eyes() || !sphere) return;
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queuereset(mdPixel, p);
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for(int b=-1; b<=1; b+=2)
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