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Don't call initializeFrame when the canvas size is 0 #2668

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merged 2 commits into from
Apr 28, 2015
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mramato
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@mramato mramato commented Apr 28, 2015

Having the default render loop call scene.initializeFrame when the canvas height or width is 0 causes issues in camera code which expects these values to be non-zero. As far as I can tell, similar to render, there's no reason we should be calling initializeFrame in this case anyway.

Fixes #2662 (some additional discussion there as well)

Having the default render loop call `scene.initializeFrame` when the canvas
height or width is 0 causes issues in camera code which expects these
values to be non-zero.  As far as I can tell, similar to `render`, there's
no reason we should be calling `initializeFrame` in this case anyway.

Fixes #2662 (some additional discussion there as well)
@emackey
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emackey commented Apr 28, 2015

Problem fixed, tests pass.

emackey added a commit that referenced this pull request Apr 28, 2015
Don't call initializeFrame when the canvas size is 0
@emackey emackey merged commit 4d5b685 into master Apr 28, 2015
@emackey emackey deleted the issue2662 branch April 28, 2015 17:10
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Array length invalid due to hidden canvas
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