--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.
This commit is contained in:
mfeemster
2016-02-11 21:38:21 -08:00
parent a345e2d5e1
commit a800b08b67
69 changed files with 981 additions and 1094 deletions

View File

@ -263,12 +263,12 @@ size_t RendererBase::MemoryAvailable()
}
else
{
cout << "Warning: unable to determine physical memory." << endl;
cout << "Warning: unable to determine physical memory.\n";
memAvailable = 4e9;
}
#else
cout << "Warning: unable to determine physical memory." << endl;
cout << "Warning: unable to determine physical memory.\n";
memAvailable = 4e9;
#endif
return memAvailable;
@ -610,14 +610,14 @@ void RendererBase::Reset()
m_ProcessAction = eProcessAction::FULL_RENDER;
}
void RendererBase::EnterRender() { m_RenderingCs.Enter(); }
void RendererBase::LeaveRender() { m_RenderingCs.Leave(); }
void RendererBase::EnterRender() { m_RenderingCs.lock(); }
void RendererBase::LeaveRender() { m_RenderingCs.unlock(); }
void RendererBase::EnterFinalAccum() { m_FinalAccumCs.Enter(); m_InFinalAccum = true; }
void RendererBase::LeaveFinalAccum() { m_FinalAccumCs.Leave(); m_InFinalAccum = false; }
void RendererBase::EnterFinalAccum() { m_FinalAccumCs.lock(); m_InFinalAccum = true; }
void RendererBase::LeaveFinalAccum() { m_FinalAccumCs.unlock(); m_InFinalAccum = false; }
void RendererBase::EnterResize() { m_ResizeCs.Enter(); }
void RendererBase::LeaveResize() { m_ResizeCs.Leave(); }
void RendererBase::EnterResize() { m_ResizeCs.lock(); }
void RendererBase::LeaveResize() { m_ResizeCs.unlock(); }
void RendererBase::Abort() { m_Abort = true; }
bool RendererBase::Aborted() { return m_Abort; }