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--User changes
-Add variations changes to the list of functionality that can be applied to all xforms using the Select tab. -Allow for graphical affine adjustments to apply to multiple selected xforms. -Slight optimization of the pie variation. -Undo state is only saved when the render completes and the mouse buttons are released. This helps avoid intermediate steps for quickly completing renders while dragging. -Add some keyboard shortcuts for toolbar and menu items. -Make info tab tree always expanded. --Bug fixes -Make precalcs for all hypertile variations safer by using Zeps() for denominators. -Changing the current xform with more than one selected would set all xform's color index value that of the current one. -Use hard found palette path information for randoms as well. -OpenCL build and assignment errors for Z value in epispiral variation. -Unitialized local variables in hexaplay3D, crob, pRose3D. --Code changes -Change static member variables from m_ to s_. -Get rid of excessive endl and replace with "\n". -Remove old IMAGEGL2D define from before Nvidia supported OpenCL 1.2. -Remove old CriticalSection code and use std::recursive_mutex. -Make Affine2D Rotate() and RotateTrans() take radians instead of angles. -More C++11 work. -General cleanup.
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@ -263,12 +263,12 @@ size_t RendererBase::MemoryAvailable()
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}
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else
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{
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cout << "Warning: unable to determine physical memory." << endl;
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cout << "Warning: unable to determine physical memory.\n";
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memAvailable = 4e9;
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}
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#else
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cout << "Warning: unable to determine physical memory." << endl;
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cout << "Warning: unable to determine physical memory.\n";
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memAvailable = 4e9;
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#endif
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return memAvailable;
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@ -610,14 +610,14 @@ void RendererBase::Reset()
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m_ProcessAction = eProcessAction::FULL_RENDER;
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}
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void RendererBase::EnterRender() { m_RenderingCs.Enter(); }
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void RendererBase::LeaveRender() { m_RenderingCs.Leave(); }
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void RendererBase::EnterRender() { m_RenderingCs.lock(); }
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void RendererBase::LeaveRender() { m_RenderingCs.unlock(); }
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void RendererBase::EnterFinalAccum() { m_FinalAccumCs.Enter(); m_InFinalAccum = true; }
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void RendererBase::LeaveFinalAccum() { m_FinalAccumCs.Leave(); m_InFinalAccum = false; }
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void RendererBase::EnterFinalAccum() { m_FinalAccumCs.lock(); m_InFinalAccum = true; }
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void RendererBase::LeaveFinalAccum() { m_FinalAccumCs.unlock(); m_InFinalAccum = false; }
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void RendererBase::EnterResize() { m_ResizeCs.Enter(); }
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void RendererBase::LeaveResize() { m_ResizeCs.Leave(); }
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void RendererBase::EnterResize() { m_ResizeCs.lock(); }
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void RendererBase::LeaveResize() { m_ResizeCs.unlock(); }
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void RendererBase::Abort() { m_Abort = true; }
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bool RendererBase::Aborted() { return m_Abort; }
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