Closed 3Dickulus closed 4 years ago
To Reproduce Steps to reproduce the behavior:
1. Load a heavy frag
I enabled Progressive mode with 0 subframe limit.
2. drag a main shader slider and observe, subframe rendering stops while adjusting
Can't reproduce, subframes are still rendered (dragging is laggy) but the count remains at 1 because rendering is reset each time.
3. drag a buffer shader slider and observe, subframe rendering continues while adjusting
Yes, same as main shader slider, but count is not reset so the subframe rendering is easier to spot.
Desktop
Oh just saw you made a commit. Will pull and retest next week when I have time.
yeah, set subframes to 100 or something more than 0, that's a specialized mode for things like the 2D game of life and Reaction Diffusion, this 0 mode is never used for rendering animations to HD... ever, or HiRes images, to get the image accumulating must stop at some point. (it's more of a toy than a tool)
the method I propose here is functionally equivalent to your method but simpler/less code
I think this makes general code maintenance easier, really looking for some feed back from you on this so.... next week then :)
subframes to 0 is just to test the behaviour when dragging
latest Development branch is the same as I reported earlier in this thread
Description Under #66 only the sliders from the main fragment stop the subframe counter while being adjusted while buffershader sliders allow the subframes to keep rendering. When using a heavy frag adjustments take a long time because an accumulation frame is allowed to render for each tick of the mouse poll which continues until maxsubframes is reached.
To Reproduce Steps to reproduce the behavior:
Expected behavior all sliders stop accumulation while being adjusted main shader sliders reset accumulation buffer shader slider allow accumulation to continue
Desktop