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05/12/2017
--Bug fixes -Fractorium would occasionally freeze after dismissing the final render dialog because some values were not properly re-initialized. --Code changes -Remove VS 2013 build files. -Qualify sqrt with std:: in ColorTriangle.cpp
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@ -569,7 +569,9 @@ bool FractoriumEmberController<T>::CreateRenderer(eRendererType renderType, cons
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m_Renderer->Callback(this);
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m_Renderer->NumChannels(4);//Always using 4 since the GL texture is RGBA.
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m_Renderer->ReclaimOnResize(true);
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m_Renderer->SetEmber(m_Ember);//Give it an initial ember, will be updated many times later.
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//Give it an initial ember, will be updated many times later.
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//Even though the bounds are computed when starting the next render. The OpenGL draw calls use these values, which might get called before the render starts.
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m_Renderer->SetEmber(m_Ember, eProcessAction::FULL_RENDER, true);
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m_Renderer->EarlyClip(s->EarlyClip());
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m_Renderer->YAxisUp(s->YAxisUp());
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m_Renderer->ThreadCount(s->ThreadCount());
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