On the first frame with zoom activated, the spring used for animation will have a current value of zero. The translation calculated with that value will be invalid (not a number). Using this value later leads to having an invalid output matrix, so nothing is composited in the first zoomed frame. This problem is most evident when a sprite plane is being used. In that case, enabling the zoom will cause the surface to be moved back to the primary plane, but because of the bug described above, this surface would not actually be rendered causing a quick flicker.
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