std::unique_ptr<Dali::ThreadPool> threadPool; ///< The thread pool
Vector<Graphics::Texture*> boundTextures; ///< The textures bound for rendering
- Vector<Graphics::Texture*> textureDependencyList; ///< The dependency list of bound textures
bool commandBufferSubmitted{false};
};
// this ensures we will set view and projection matrix once per program per camera
mImpl->programController.ResetProgramMatrices();
- if(instruction.mFrameBuffer)
- {
- // For each offscreen buffer, update the dependency list with the new texture id used by this frame buffer.
- for(unsigned int i0 = 0, i1 = instruction.mFrameBuffer->GetColorAttachmentCount(); i0 < i1; ++i0)
- {
- mImpl->textureDependencyList.PushBack(instruction.mFrameBuffer->GetTexture(i0));
- }
- }
-
if(!instruction.mIgnoreRenderToFbo && (instruction.mFrameBuffer != nullptr))
{
// Offscreen buffer rendering
if(currentGesture.state == GestureState::STARTED)
{
info.justStarted = true;
+
+ // Clear pan data.
+ mPanHistory.clear();
+ mPredictionHistory.clear();
+
// clear just finished as we have started new pan
info.justFinished = false;
}
if(lastReadGesture.state == GestureState::STARTED)
{
+ info.justStarted = true;
+
+ // Clear pan data.
+ mPanHistory.clear();
+ mPredictionHistory.clear();
+
// Clear just finished as we have started new pan.
info.justFinished = false;
- info.justStarted = true;
}
else
{