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debug: avoid visualization code during picking
This makes sure we don't try and draw paint-volumes or culling results during a pick cycle since that results in us reading back invalid ids from the pick-buffer.
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parent
1e2e0f21b8
commit
d7bf214397
@ -2905,7 +2905,8 @@ clutter_actor_paint (ClutterActor *self)
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success = cull_actor (self, &result);
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if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS))
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if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_REDRAWS &&
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pick_mode == CLUTTER_PICK_NONE))
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_clutter_actor_paint_cull_result (self, success, result);
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else if (result == CLUTTER_CULL_RESULT_OUT && success)
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goto done;
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@ -2927,7 +2928,8 @@ clutter_actor_paint (ClutterActor *self)
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actor_has_shader_data (self))
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clutter_actor_shader_post_paint (self);
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if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES))
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if (G_UNLIKELY (clutter_paint_debug_flags & CLUTTER_DEBUG_PAINT_VOLUMES &&
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pick_mode == CLUTTER_PICK_NONE))
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_clutter_actor_draw_paint_volume (self);
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done:
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