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bearstonem--openmohaa-vr/code
bearstonemandClaude Opus 5 d2d52a5af4 fix(vr): tell the renderer before moving the framebuffer under it
The VR layer bound each eye, the UI buffer and the wrist panel directly and
then told the renderer afterwards. That order was harmless while the renderer
issued every call as it made it. It is not harmless under gl4es, which batches
geometry and flushes lazily: it only learns to flush when something it knows
about changes the target, so a batch left over from one pass would arrive in
whatever was bound next - the previous eye's contents showing up in this one.

Routing the transition through re.SetDefaultFramebuffer first gives gl4es the
chance to flush into the target the geometry was drawn for. The direct bind
stays where it was needed, since the renderer only binds framebuffers when its
own framebuffer support is on; it is now a no-op against the same target.

Also points the Android docs at renderergl1 with gl4es under it, and records
that libgl4es.so rides into the APK as a dependency of libopenmohaa.so rather
than being loaded by name.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-26 21:46:20 -07:00
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