@@ -594,10 +594,14 @@ void gl_renderer::render_kernels(const float& delta, const float& render_delta,
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}
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else {
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err = libwarp_gather (&cam_setup, relative_delta,
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- scene_fbo.color [1u - warp_state.cur_fbo ], scene_fbo.depth [1u - warp_state.cur_fbo ],
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- scene_fbo.color [warp_state.cur_fbo ], scene_fbo.depth [warp_state.cur_fbo ],
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- scene_fbo.motion [warp_state.cur_fbo * 2 ], scene_fbo.motion [(1u - warp_state.cur_fbo ) * 2 + 1 ],
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- scene_fbo.motion_depth [warp_state.cur_fbo ], scene_fbo.motion_depth [1u - warp_state.cur_fbo ],
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+ scene_fbo.color [1u - warp_state.cur_fbo ],
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+ scene_fbo.depth [1u - warp_state.cur_fbo ],
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+ scene_fbo.color [warp_state.cur_fbo ],
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+ scene_fbo.depth [warp_state.cur_fbo ],
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+ scene_fbo.motion [warp_state.cur_fbo * 2 ],
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+ scene_fbo.motion [(1u - warp_state.cur_fbo ) * 2 + 1 ],
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+ scene_fbo.motion_depth [warp_state.cur_fbo ],
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+ scene_fbo.motion_depth [1u - warp_state.cur_fbo ],
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scene_fbo.compute_color );
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}
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}
@@ -919,7 +923,7 @@ void gl_renderer::render_full_scene(const gl_obj_model& model, const camera& cam
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glDrawBuffers (1 , &draw_buffers[0 ]); // reset to 1 draw buffer
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// end
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- if (warp_state.is_bidir_scatter || !warp_state.is_scatter ) {
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+ if (! warp_state.is_scatter && !warp_state.is_gather_forward ) {
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// flip state
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warp_state.cur_fbo = 1 - warp_state.cur_fbo ;
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}
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