Closed claudeha closed 4 years ago
I took a 30 sec anim and reduced it to 1 sec, for dramatic changes, and I can't find the problem, not on nVidia at least.
the solution (I think) is again engine->requireRedraw(true);
in test for progressiveButton click
in MainWindow::renderModeChanged() line 2276
note: requireRedraw() only sets a flag to clear backbuffer when rendering starts it does not call redraw and can be set any number of times without penalty the render() call will only use the last flag state set before rendering begins.
Needed a heavy frag to make it visible, otherwise the first bad subframe gets quickly lost in the accumulation.
Thanks for the fix, can't reproduce it with latest develop branch.
:+1:
Describe the bug Switching from (playing) animation to progressive mode gives a mix of two time stamps, one subframe from the previous animation and then accumulation from the progresse mode
To Reproduce Steps to reproduce the behavior:
Expected behavior Switch to progressive mode doesn't mix timestamps / i.e. it clears after the animation
Desktop (please complete the following information):
Additional context Similar to https://github.com/3Dickulus/FragM/issues/137 ?