Program: 611
Project: 611
Buggy source:
/** 
 * If each is enabled through the rendering settings, this method adds depth-of-field blur, motion blur and film grain to the rendering obtained so far. If OculusVR support is enabled, it composes (over two calls) the images for each eye into a single image, and applies a distortion pattern to each, to match the optics in the OculusVR headset. <p> Finally, it either sends the image to the display or, when taking a screenshot, instructs the FrameBuffersManager to save it to a file. <p> worldRenderer.getCurrentRenderStage() Can be MONO, LEFT_EYE or RIGHT_EYE, and communicates to the method weather it is dealing with a standard display or an OculusVR setup, and in the latter case, which eye is currently being rendered. Notice that if the OculusVR support is enabled, the image is sent to screen or saved to file only when the value passed in is RIGHT_EYE, as the processing for the LEFT_EYE comes first and leads to an incomplete image.
 */
@Override public void process(){
  PerformanceMonitor.startActivity("String_Node_Str");
  ocUndistorted=dynamicFBOsManager.get(OC_UNDISTORTED_URN);
  sceneFinal=dynamicFBOsManager.get(DefaultDynamicFBOs.Final.getName());
  sceneOpaque=dynamicFBOsManager.get(DefaultDynamicFBOs.ReadOnlyGBuffer.getName());
  fullScale=sceneOpaque.dimensions();
  if (!renderingDebugConfig.isEnabled()) {
    finalPost.enable();
  }
 else {
    debug.enable();
  }
  if (!renderingConfig.isOculusVrSupport()) {
    renderFinalMonoImage();
  }
 else {
    renderFinalStereoImage(worldRenderer.getCurrentRenderStage());
  }
  PerformanceMonitor.endActivity();
}

Fixed version (ground truth):
/** 
 * If each is enabled through the rendering settings, this method adds depth-of-field blur, motion blur and film grain to the rendering obtained so far. If OculusVR support is enabled, it composes (over two calls) the images for each eye into a single image, and applies a distortion pattern to each, to match the optics in the OculusVR headset. <p> Finally, it either sends the image to the display or, when taking a screenshot, instructs the FrameBuffersManager to save it to a file. <p> worldRenderer.getCurrentRenderStage() Can be MONO, LEFT_EYE or RIGHT_EYE, and communicates to the method weather it is dealing with a standard display or an OculusVR setup, and in the latter case, which eye is currently being rendered. Notice that if the OculusVR support is enabled, the image is sent to screen or saved to file only when the value passed in is RIGHT_EYE, as the processing for the LEFT_EYE comes first and leads to an incomplete image.
 */
@Override public void process(){
  PerformanceMonitor.startActivity("String_Node_Str");
  ocUndistorted=dynamicFBOsManager.get(OC_UNDISTORTED_URN);
  sceneFinal=dynamicFBOsManager.get(DefaultDynamicFBOs.FINAL.getName());
  sceneOpaque=dynamicFBOsManager.get(DefaultDynamicFBOs.READ_ONLY_GBUFFER.getName());
  fullScale=sceneOpaque.dimensions();
  if (!renderingDebugConfig.isEnabled()) {
    finalPost.enable();
  }
 else {
    debug.enable();
  }
  if (!renderingConfig.isOculusVrSupport()) {
    renderFinalMonoImage();
  }
 else {
    renderFinalStereoImage(worldRenderer.getCurrentRenderStage());
  }
  PerformanceMonitor.endActivity();
}