GetNextSample problem

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GetNextSample problem

Postby brainwarz » Thu Sep 29, 2011 1:27 am

For eye tracing purpose In samplerrenderer, renderer uses GetNextSample RenderImpl() function.
but it always seems to give true value for "sampler->GetNextSample(&sample)"
and keeps next samples endlessly.
Is there any way to avoid endless update once all pixels are traced?
simply speaking, how can I make the return value to be false...?
I know I can get out of while loop by clicking stop button manually but I need to do it by automatic for some purpose..
i7-2600K, 16GB RAM, NVIDIA Geforce GTX 570, Windows 7 64bit
QX9770, 10 GB RAM, NVIDIA Geforce GTX 280, Windows 7 64bit
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Re: GetNextSample problem

Postby Dade » Thu Sep 29, 2011 2:07 am

brainwarz wrote:For eye tracing purpose In samplerrenderer, renderer uses GetNextSample RenderImpl() function.
but it always seems to give true value for "sampler->GetNextSample(&sample)"
and keeps next samples endlessly.
Is there any way to avoid endless update once all pixels are traced?
simply speaking, how can I make the return value to be false...?
I know I can get out of while loop by clicking stop button manually but I need to do it by automatic for some purpose..


"halttime" and "haltspp" options should trigger the return of a false value. The Sampler (if "halttime" or "haltspp" options are used) returns false when it has reached a "safe" point (a point where the rendering can be stopped without introducing bias: for instance when LowDiscrepancy has reached a multiply of the number of samples per pixel required, for instance 64 samples per pixel).
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Re: GetNextSample problem

Postby B.Y.O.B. » Thu Sep 29, 2011 9:48 am

Maybe the rendering queue could be also useful for you.
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