renderer: always hash along edges

This commit is contained in:
itsmattkc
2021-09-19 23:11:20 -07:00
parent 67c7c71ca2
commit 7ba5dca4ab
30 changed files with 76 additions and 59 deletions
+2 -2
View File
@@ -49,7 +49,7 @@ TexturePtr RenderProcessor::GenerateTexture(const rational &time, const rational
NodeValueTable table;
Node *texture_output = viewer->GetConnectedTextureOutput();
if (texture_output) {
table = GenerateTable(texture_output, viewer->GetValueHintForInput(ViewerOutput::kTextureInput, -1), TimeRange(time, time + frame_length));
table = GenerateTable(texture_output, viewer->GetValueHintForInput(ViewerOutput::kTextureInput), TimeRange(time, time + frame_length));
}
return table.Get(NodeValue::kTexture).value<TexturePtr>();
@@ -171,7 +171,7 @@ void RenderProcessor::Run()
NodeValueTable table;
Node *texture_output = viewer->GetConnectedSampleOutput();
if (texture_output) {
table = GenerateTable(texture_output, viewer->GetValueHintForInput(ViewerOutput::kSamplesInput, -1),time);
table = GenerateTable(texture_output, viewer->GetValueHintForInput(ViewerOutput::kSamplesInput),time);
}
QVariant sample_variant = table.Get(NodeValue::kSamples);