fixes jitters by using signals/slots to pass image buffers around
Updating values rapidly would cause strange jitters as a byproduct of the viewer trying to update from the renderer while it was still working. Rather than the viewer trying to access the the renderer, we now send textures in the initial update signal to keep everything synchronized.
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@@ -165,7 +165,7 @@ void VideoRenderBackend::CacheIDChangedEvent(const QString &id)
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void VideoRenderBackend::ConnectWorkerToThis(RenderWorker *processor)
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{
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connect(processor, SIGNAL(CompletedFrame(NodeDependency, QByteArray)), this, SLOT(ThreadCompletedFrame(NodeDependency, QByteArray)));
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connect(processor, SIGNAL(CompletedFrame(NodeDependency, QByteArray, QVariant)), this, SLOT(ThreadCompletedFrame(NodeDependency, QByteArray, QVariant)));
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connect(processor, SIGNAL(HashAlreadyBeingCached()), this, SLOT(ThreadSkippedFrame()));
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connect(processor, SIGNAL(CompletedDownload(NodeDependency, QByteArray)), this, SLOT(ThreadCompletedDownload(NodeDependency, QByteArray)));
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connect(processor, SIGNAL(HashAlreadyExists(NodeDependency, QByteArray)), this, SLOT(ThreadHashAlreadyExists(NodeDependency, QByteArray)));
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