Apparently the calculations used to distribute the load don't work
correctly under vmware, and the star count could become negative. At least we check that and set it to 0 in that case. Fixes bug #89 git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@22961 a95241bf-73f2-0310-859d-f6bbb57e9c96
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@ -567,6 +567,12 @@ void RefreshStarPacket(buffer *buf, star_packet *sp, geometry *geo)
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int32 i, min_count;
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int32 i, min_count;
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star *s;
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star *s;
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// TODO: For some reason, when selecting the "2 threads" option under vmware,
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// some weird timing calculations finish with setting the star packet count to
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// a negative number. This screws all the next calculations, and the animation
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// then comes to a stop.
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sp->count = max_c(sp->count, 0);
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/* Calculate the number of stars that were process during the
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/* Calculate the number of stars that were process during the
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previous frame and still need to be process for that frame. */
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previous frame and still need to be process for that frame. */
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min_count = sp->erase_count;
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min_count = sp->erase_count;
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