- Modified the glow postFX to now respect the current viewport settings. - This fixes glow rendering for the Oculus Rift and any other time the glow rendering should be limited to a region of the back buffer.
@@ -151,6 +151,9 @@ void RenderGlowMgr::render( SceneRenderState *state )
GFXTransformSaver saver;
+ // Respect the current viewport
+ mNamedTarget.setViewport(GFX->getViewport());
+
// Tell the superclass we're about to render, preserve contents
const bool isRenderingToTarget = _onPreRender( state, true );