summaryrefslogtreecommitdiff
path: root/modules/mobile_vr/mobile_vr_interface.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'modules/mobile_vr/mobile_vr_interface.cpp')
-rw-r--r--modules/mobile_vr/mobile_vr_interface.cpp6
1 files changed, 6 insertions, 0 deletions
diff --git a/modules/mobile_vr/mobile_vr_interface.cpp b/modules/mobile_vr/mobile_vr_interface.cpp
index e2c630565f..2cabc7bd59 100644
--- a/modules/mobile_vr/mobile_vr_interface.cpp
+++ b/modules/mobile_vr/mobile_vr_interface.cpp
@@ -297,6 +297,7 @@ bool MobileVRInterface::initialize() {
mag_current_min = Vector3(0, 0, 0);
mag_current_max = Vector3(0, 0, 0);
+#if !defined(SERVER_ENABLED)
// build our shader
if (lens_shader == NULL) {
///@TODO need to switch between GLES2 and GLES3 version, Reduz suggested moving this into our drivers and making this a core shader
@@ -337,6 +338,7 @@ bool MobileVRInterface::initialize() {
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
+#endif
// reset our orientation
orientation = Basis();
@@ -360,6 +362,7 @@ void MobileVRInterface::uninitialize() {
arvr_server->clear_primary_interface_if(this);
}
+#if !defined(SERVER_ENABLED)
// cleanup our shader and buffers
if (lens_shader != NULL) {
glDeleteVertexArrays(1, &half_screen_array);
@@ -368,6 +371,7 @@ void MobileVRInterface::uninitialize() {
delete lens_shader;
lens_shader = NULL;
}
+#endif
initialized = false;
};
@@ -470,6 +474,7 @@ void MobileVRInterface::commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_t
// get our render target
RID eye_texture = VSG::storage->render_target_get_texture(p_render_target);
uint32_t texid = VS::get_singleton()->texture_get_texid(eye_texture);
+#if !defined(SERVER_ENABLED)
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texid);
@@ -484,6 +489,7 @@ void MobileVRInterface::commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_t
glBindVertexArray(half_screen_array);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindVertexArray(0);
+#endif
};
void MobileVRInterface::process() {