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	--User changes
-Add two new variations, hyperbolic and hypershift2. -Allow for animating final xforms. -More detailed diagnostics when any action in the OpenCL renderer fails. -Allow for creating an OpenCL renderer which does not share a texture with the main window, and instead manually copies its final output image from GPU to CPU then back to GPU. --Bug fixes -Text was not properly being copied out of the Info | Bounds text box. --Code changes -Remove Renderer::AccumulatorToFinalImage(v4F* pixels, size_t finalOffset), it's no longer needed or makes sense. -Controllers no longer keep track of shared status, it's kept inside the renderers. -Make getter functions in FractoriumOptionsDialog be public.
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		@ -98,6 +98,9 @@ void FractoriumSettings::EnsureDefaults()
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	if (OpenPaletteImageFolder() == "")
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		OpenPaletteImageFolder(QCoreApplication::applicationDirPath());
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	if (value(SHAREDTEXTURE).toString() == "")//Set this to true if the setting is missing because it only needs to be false for the rare system that has problems with shared textures.
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		SharedTexture(true);
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}
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/// <summary>
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@ -116,6 +119,9 @@ void FractoriumSettings::Transparency(bool b)					 { setValue(TRANSPARENCY, b);
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bool FractoriumSettings::OpenCL()								 { return value(OPENCL).toBool();          }
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void FractoriumSettings::OpenCL(bool b)							 { setValue(OPENCL, b);                    }
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bool FractoriumSettings::SharedTexture()						 { return value(SHAREDTEXTURE).toBool();   }
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void FractoriumSettings::SharedTexture(bool b)					 { setValue(SHAREDTEXTURE, b);             }
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bool FractoriumSettings::Double()								 { return value(DOUBLEPRECISION).toBool(); }
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void FractoriumSettings::Double(bool b)							 { setValue(DOUBLEPRECISION, b);		   }
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@ -158,14 +164,14 @@ void FractoriumSettings::OpenCLSubBatch(uint i)					 { setValue(OPENCLSUBBATCH,
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uint FractoriumSettings::RandomCount()							 { return value(RANDOMCOUNT).toUInt();	   }
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void FractoriumSettings::RandomCount(uint i)					 { setValue(RANDOMCOUNT, i);			   }
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uint FractoriumSettings::CpuQuality()                            { return value(CPU_QUALITY).toUInt();     }
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void FractoriumSettings::CpuQuality(uint i)                      { setValue(CPU_QUALITY, i);               }
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uint FractoriumSettings::CpuQuality()                            { return value(CPUQUALITY).toUInt();      }
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void FractoriumSettings::CpuQuality(uint i)                      { setValue(CPUQUALITY, i);                }
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uint FractoriumSettings::OpenClQuality()                         { return value(OPENCL_QUALITY).toUInt();  }
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void FractoriumSettings::OpenClQuality(uint i)                   { setValue(OPENCL_QUALITY, i);            }
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uint FractoriumSettings::OpenClQuality()                         { return value(OPENCLQUALITY).toUInt();   }
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void FractoriumSettings::OpenClQuality(uint i)                   { setValue(OPENCLQUALITY, i);             }
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bool FractoriumSettings::LoadLast()                              { return value(LOAD_LAST).toBool();       }
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void FractoriumSettings::LoadLast(bool b)                        { setValue(LOAD_LAST, b);                 }
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bool FractoriumSettings::LoadLast()                              { return value(LOADLAST).toBool();        }
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void FractoriumSettings::LoadLast(bool b)                        { setValue(LOADLAST, b);                  }
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/// <summary>
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/// Sequence generation settings.
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