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--Bug fixes
-ETA time was wrong with incremental final renders after waiting for a period of time. --Code changes -Small change to prevent parsing error when using tbb on some systems.
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@ -390,12 +390,12 @@ eRenderStatus Renderer<T, bucketT>::Run(vector<v4F>& finalImage, double time, si
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if (!resume)//Only set this if it's the first run through.
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m_ProcessState = eProcessState::ITER_STARTED;
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m_RenderTimer.Tic();
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m_ProgressTimer.Tic();
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}
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if (!resume)//Beginning, reset everything.
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{
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m_RenderTimer.Tic();
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m_LastTemporalSample = 0;
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m_LastIter = 0;
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m_LastIterPercent = 0;
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@ -409,6 +409,7 @@ eRenderStatus Renderer<T, bucketT>::Run(vector<v4F>& finalImage, double time, si
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//User requested an increase in quality after finishing.
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else if (m_ProcessState == eProcessState::ITER_STARTED && m_ProcessAction == eProcessAction::KEEP_ITERATING && TemporalSamples() == 1)
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{
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m_RenderTimer.Tic();
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m_LastTemporalSample = 0;
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m_LastIter = m_Stats.m_Iters;
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m_LastIterPercent = 0;//Might skip a progress update, but shouldn't matter.
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@ -697,7 +698,7 @@ AccumOnly:
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if (AccumulatorToFinalImage(finalImage, finalOffset) == eRenderStatus::RENDER_OK)
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{
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m_Stats.m_RenderMs = m_RenderTimer.Toc();//Record total time from the very beginning to the very end, including all intermediate calls.
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m_Stats.m_RenderMs += m_RenderTimer.Toc();//Record total time from the very beginning to the very end, including all intermediate calls.
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//Even though the ember changes throughought the inner loops because of interpolation, it's probably ok to assign here.
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//This will hold the last interpolated value (even though spatial and temporal filters were created based off of one of the first interpolated values).
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m_LastEmber = m_Ember;
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