Bug Fix for ILM command LayerAddSurface
authorRahul Singhal <rasinghal@nvidia.com>
Thu, 1 Sep 2011 09:44:15 +0000 (15:14 +0530)
committerMichael Schuldt <michael.schuldt@bmw-carit.de>
Thu, 1 Sep 2011 10:46:30 +0000 (12:46 +0200)
This command should return a ExecutionSuccessRedraw which will trigger
checkForNewSurface() to map the new surface & window instead of checking
for new surafces durng every call to renderLayer().

LayerManagerCommands/src/LayerAddSurfaceCommand.cpp
LayerManagerPlugins/Renderers/Graphic/src/GraphicSystems/GLESGraphicSystem.cpp

index 72e44cd..15f1eec 100644 (file)
@@ -41,7 +41,7 @@ ExecutionResult LayerAddSurfaceCommand::execute(ICommandExecutor* executor)
         LOG_DEBUG("LayerAddSurfaceCommand","add surface(" <<m_surfaceid << ")" << surface->getID() << " to layer(" << m_layerid << ") " << layer->getID());
         layer->addSurface(surface);
         LOG_DEBUG("LayerAddSurfaceCommand", "Layer now has #surfaces:" << layer->getAllSurfaces().size());
-        result = ExecutionSuccess;
+        result = ExecutionSuccessRedraw;
     }
 
     return result;
index 28ade59..e93ead1 100644 (file)
@@ -208,7 +208,6 @@ void GLESGraphicsystem::renderLayer()
             if ((*currentS)->visibility && (*currentS)->opacity>0.0f)
             {
                 Surface* currentSurface = (Surface*)*currentS;
-                m_baseWindowSystem->allocatePlatformSurface(currentSurface);
                 renderSurface(currentSurface);
             }
         }