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0.4.1.1 Beta 08/03/2014
--Bug Fixes Spatial filter would not be correctly recreated on subsequent runs of differing supersample values during final render. Fix DCBubble, Funnel, SphericalN, Wrong logic with some usage of DO_DOUBLE. Only relevant for testing. Use uint64 for iters/sec calculation on final render dialog. int was overflowing on extremely fast GPU renders. --Code Changes Make density, spatial and temporal filters preserve the values they were created with. This helps in determining when a new instance is needed. Better NULL checks when copying embers and xforms. Rename members in FractoriumEmberControllerBase.h to omit duplicating the members declared in the base.
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@ -1074,6 +1074,28 @@ bool TestVarAssignVals()
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return success;
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}
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bool TestZepsFloor()
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{
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bool success = true;
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VariationList<float> vlf;
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vector<string> zeps;
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zeps.push_back("Zeps(floor");
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for (size_t i = 0; i < vlf.Size(); i++)
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{
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Variation<float>* var = vlf.GetVariation(i);
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if (SearchVar(var, zeps, false))
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{
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cout << "Variation " << var->Name() << " contains Zeps(floor()). This is fine for the GPU, but ensure the CPU uses Zeps<T>((T)Floor<T>())." << endl;
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success = false;
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}
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}
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return success;
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}
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bool TestConstants()
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{
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bool success = true;
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@ -1864,6 +1886,10 @@ int _tmain(int argc, _TCHAR* argv[])
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TestVarAssignVals();
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t.Toc("TestVarAssignVals()");
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t.Tic();
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TestZepsFloor();
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t.Toc("TestZepsFloor()");
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t.Tic();
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TestConstants();
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t.Toc("TestConstants()");
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