renderer: always hash along edges
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@@ -49,7 +49,7 @@ TexturePtr RenderProcessor::GenerateTexture(const rational &time, const rational
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NodeValueTable table;
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Node *texture_output = viewer->GetConnectedTextureOutput();
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if (texture_output) {
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table = GenerateTable(texture_output, viewer->GetValueHintForInput(ViewerOutput::kTextureInput, -1), TimeRange(time, time + frame_length));
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table = GenerateTable(texture_output, viewer->GetValueHintForInput(ViewerOutput::kTextureInput), TimeRange(time, time + frame_length));
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}
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return table.Get(NodeValue::kTexture).value<TexturePtr>();
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@@ -171,7 +171,7 @@ void RenderProcessor::Run()
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NodeValueTable table;
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Node *texture_output = viewer->GetConnectedSampleOutput();
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if (texture_output) {
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table = GenerateTable(texture_output, viewer->GetValueHintForInput(ViewerOutput::kSamplesInput, -1),time);
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table = GenerateTable(texture_output, viewer->GetValueHintForInput(ViewerOutput::kSamplesInput),time);
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}
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QVariant sample_variant = table.Get(NodeValue::kSamples);
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