Don't reset presets after changing the mesh size.

The warp mesh is now always resized/recalculated dynamically when a frame is drawn, nothing needs to be reloaded anymore.
This commit is contained in:
Kai Blaschke
2023-10-14 13:52:35 +02:00
parent f7b503efc4
commit ceca33a088
2 changed files with 2 additions and 10 deletions

View File

@ -443,15 +443,6 @@ void ProjectM::SetMeshSize(size_t meshResolutionX, size_t meshResolutionY)
// Constrain per-pixel mesh size to sensible limits
m_meshX = std::max(static_cast<size_t>(8), std::min(static_cast<size_t>(400), m_meshX));
m_meshY = std::max(static_cast<size_t>(8), std::min(static_cast<size_t>(400), m_meshY));
// Update mesh size in all sorts of classes.
//m_renderer->SetPerPixelMeshSize(m_meshX, m_meshY);
m_presetFactoryManager->initialize();
// Unload all presets and reload idle preset
m_activePreset.reset();
m_transitioningPreset.reset();
LoadIdlePreset();
}
auto ProjectM::PCM() -> libprojectM::Audio::PCM&