if( attributes.Get( progress ) )
{
mVectorRasterizeThread.SetCurrentProgress( progress );
+
+ if( mVectorRasterizeThread.GetPlayState() != DevelImageVisual::PlayState::PLAYING )
+ {
+ mVectorRasterizeThread.RenderFrame();
+ Stage::GetCurrent().KeepRendering( 0.0f ); // Trigger rendering
+ }
}
break;
}