Update texture display before updating visual range. Refs #388

* This was broken in 0f4d43cd37 which changed from specifying texture
  settings directly, to using them from the output's settings.
This commit is contained in:
baldurk
2016-10-06 12:49:46 +02:00
parent dc90d5e9dd
commit 2936756ddf
+2 -3
View File
@@ -3184,6 +3184,7 @@ namespace renderdocui.Windows
return;
}
m_Core.Renderer.BeginInvoke(RT_UpdateAndDisplay);
m_Core.Renderer.BeginInvoke(RT_UpdateVisualRange);
if (m_Output != null && m_PickedPoint.X >= 0 && m_PickedPoint.Y >= 0)
@@ -3194,8 +3195,6 @@ namespace renderdocui.Windows
RT_PickPixelsAndUpdate(m_PickedPoint.X, m_PickedPoint.Y, true);
});
}
m_Core.Renderer.BeginInvoke(RT_UpdateAndDisplay);
}
private void overlay_SelectedIndexChanged(object sender, EventArgs e)
@@ -3215,6 +3214,7 @@ namespace renderdocui.Windows
if (CurrentTexture.depth > 1)
m_TexDisplay.sliceFace = (UInt32)(sliceFace.SelectedIndex << (int)m_TexDisplay.mip);
m_Core.Renderer.BeginInvoke(RT_UpdateAndDisplay);
m_Core.Renderer.BeginInvoke(RT_UpdateVisualRange);
if (m_Output != null && m_PickedPoint.X >= 0 && m_PickedPoint.Y >= 0)
@@ -3226,7 +3226,6 @@ namespace renderdocui.Windows
});
}
m_Core.Renderer.BeginInvoke(RT_UpdateAndDisplay);
}
private void updateChannelsHandler(object sender, EventArgs e)