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Best guess right now is that optimization does something bad when ceil() is called twice on a very large dbl-precision number, which results in a zero (empty) redraw area. Without the removal of the redundant ceil & floor functions, no expose events would be delivered to the canvas in an optimized build during drags (and maybe more). |
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| .. | ||
| control_protocol | ||
| basic_ui.cc | ||
| control_protocol.cc | ||
| wscript | ||