diff --git a/src/gl/scene/gl_scene.cpp b/src/gl/scene/gl_scene.cpp index 8a2764829..48d4fb7ff 100644 --- a/src/gl/scene/gl_scene.cpp +++ b/src/gl/scene/gl_scene.cpp @@ -771,7 +771,7 @@ void FGLRenderer::SetFixedColormap (player_t *player) sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, float fov, float ratio, float fovratio, bool mainview, bool toscreen) { - sector_t * retval; + sector_t * lviewsector; mSceneClearColor[0] = 0.0f; mSceneClearColor[1] = 0.0f; mSceneClearColor[2] = 0.0f; @@ -818,7 +818,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo } // 'viewsector' will not survive the rendering so it cannot be used anymore below. - retval = viewsector; + lviewsector = viewsector; // Render (potentially) multiple views for stereo 3d float viewShift[3]; @@ -848,7 +848,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo clipper.SafeAddClipRangeRealAngles(ViewAngle.BAMs() + a1, ViewAngle.BAMs() - a1); ProcessScene(toscreen); - if (mainview && toscreen) EndDrawScene(retval); // do not call this for camera textures. + if (mainview && toscreen) EndDrawScene(lviewsector); // do not call this for camera textures. if (mainview && FGLRenderBuffers::IsEnabled()) { mBuffers->BlitSceneToTexture(); @@ -860,7 +860,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo // This should be done after postprocessing, not before. mBuffers->BindCurrentFB(); glViewport(mScreenViewport.left, mScreenViewport.top, mScreenViewport.width, mScreenViewport.height); - DrawBlend(viewsector); + DrawBlend(lviewsector); } mDrawingScene2D = false; eye->TearDown(); @@ -869,7 +869,7 @@ sector_t * FGLRenderer::RenderViewpoint (AActor * camera, GL_IRECT * bounds, flo gl_frameCount++; // This counter must be increased right before the interpolations are restored. interpolator.RestoreInterpolations (); - return retval; + return lviewsector; } //-----------------------------------------------------------------------------