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Fix final blit in OpenGL when stereo rendering is used #107345

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merged 1 commit into from
Jun 10, 2025

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BastiaanOlij
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Not sure how long this has been broken but stereo rendering with the mobile VR Interface was broken completely.

Couple of things were wrong:

  • Incorrect usage of GL_TEXTURE_2D, needs to be GL_TEXTURE_2D_ARRAY when stereo is used
  • Texture filtering was not being set correctly causing error spam
  • As we're vertically flipped, faces were being culled and we didn't render anything

See godotengine/godot-demo-projects#1212 for a demo project with which to test this.

@clayjohn
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This would have been a fairly recent regression from #106267

@akien-mga akien-mga added the bug label Jun 10, 2025
@akien-mga akien-mga merged commit ca1e478 into godotengine:master Jun 10, 2025
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@akien-mga
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Thanks!

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3 participants