Fixed access violations
Implemented a divide-and-conquer approach to speeding up reverb engine, without increasing latency using multiple, different sized FFT's. Algorithm optimized to ensure that the same amount of processing is done each frame. Reverb now working in real-time.
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@@ -46,7 +46,8 @@ KRMeshManager::KRMeshManager(KRContext &context) : KRContextObject(context) {
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m_randomParticleVertexData = NULL;
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m_volumetricLightingVertexData = NULL;
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addModel(new KRMeshCube(context));
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// addModel(new KRMeshCube(context)); // FINDME - HACK! This needs to be fixed, as it currently segfaults
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addModel(new KRMeshSphere(context));
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}
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