Merge pull request #442 from cdinhoo/codex/live-preview-updates

# Conflicts:
#	docs/architecture.md
This commit is contained in:
Claude committed 2026-10-10 12:50:18 +00:00
commit 790f57ef24
5 files changed
+262 -11

No files matched your search

+10 -6
View File
@@ -165,12 +165,16 @@ editing one layer re-renders only that layer. Each Render Queue job keeps its ow
for its frames. Effects that read the clock directly are declared in
`effects::TIME_DEPENDENT`, and a test checks every registered effect against that list.
The viewer's **RAM preview** (`ui-egui/src/frames.rs`) keeps finished frames keyed by project
revision, comp, frame, scale, 3D view / region of interest and a hash of the other render
options (Draft / Fast Previews, shadows, nested switches), so frames rendered under other
options are never shown. When the budget (Settings ▸ Memory & CPU) is full the least recently
shown frames go first, and frames of an older revision are dropped as soon as the project
changes. The timeline's green bar counts the frames of exactly what the viewer shows.
The viewer's **RAM preview** (`ui-egui/src/frames.rs`) keeps finished frames keyed by comp
content, frame, scale, 3D view / region of interest and a hash of the other render options
(Draft / Fast Previews, shadows, nested switches). Edits preserve unaffected comps' frames,
and undo can reuse earlier content. During rapid edits at the same time and view, the viewer
shows the newest completed revision while the exact requested revision renders; out-of-order
completions cannot move it backwards. This avoids freezing until a slider or layer drag stops.
Frames at other times or with other render options are never substituted. Obsolete queued jobs
are dropped; running jobs finish into the cache. When the budget (Settings ▸ Memory & CPU) is
full the least recently shown frames go first. The timeline's green bar counts cached frames
of the current content and viewer settings.
Resolution Auto renders the pixels the magnification needs, as in After Effects (Full above
50 %, Half down to 33.3 %, Third down to 25 %, then Quarter). Below 100 % the viewer averages
instead of skipping pixels (Viewer Zoom Quality More Accurate): GPU frames carry a mip chain