Set world framebuffer size based on minimum zoom.
This avoids reallocating buffers each time the player changes zoom level.
This commit is contained in:
@@ -116,14 +116,28 @@ namespace OpenRA.Graphics
|
||||
nv += 6;
|
||||
}
|
||||
|
||||
float ResolveTextureIndex(Sprite s, PaletteReference pal)
|
||||
{
|
||||
if (pal == null)
|
||||
return 0;
|
||||
|
||||
// PERF: Remove useless palette assignments for RGBA sprites
|
||||
// HACK: This is working around the limitation that palettes are defined on traits rather than on sequences,
|
||||
// and can be removed once this has been fixed
|
||||
if (s.Channel == TextureChannel.RGBA && !pal.HasColorShift)
|
||||
return 0;
|
||||
|
||||
return pal.TextureIndex;
|
||||
}
|
||||
|
||||
public void DrawSprite(Sprite s, in float3 location, PaletteReference pal)
|
||||
{
|
||||
DrawSprite(s, location, pal.TextureIndex, s.Size);
|
||||
DrawSprite(s, location, ResolveTextureIndex(s, pal), s.Size);
|
||||
}
|
||||
|
||||
public void DrawSprite(Sprite s, in float3 location, PaletteReference pal, float3 size)
|
||||
{
|
||||
DrawSprite(s, location, pal.TextureIndex, size);
|
||||
DrawSprite(s, location, ResolveTextureIndex(s, pal), size);
|
||||
}
|
||||
|
||||
public void DrawSprite(Sprite s, in float3 a, in float3 b, in float3 c, in float3 d)
|
||||
@@ -142,7 +156,7 @@ namespace OpenRA.Graphics
|
||||
|
||||
public void DrawSprite(Sprite s, in float3 location, PaletteReference pal, in float3 size, in float3 tint, float alpha)
|
||||
{
|
||||
DrawSprite(s, location, pal.TextureIndex, size, tint, alpha);
|
||||
DrawSprite(s, location, ResolveTextureIndex(s, pal), size, tint, alpha);
|
||||
}
|
||||
|
||||
public void DrawSprite(Sprite s, in float3 a, in float3 b, in float3 c, in float3 d, in float3 tint, float alpha)
|
||||
@@ -189,9 +203,10 @@ namespace OpenRA.Graphics
|
||||
nv += v.Length;
|
||||
}
|
||||
|
||||
public void SetPalette(ITexture palette)
|
||||
public void SetPalette(ITexture palette, ITexture colorShifts)
|
||||
{
|
||||
shader.SetTexture("Palette", palette);
|
||||
shader.SetTexture("ColorShifts", colorShifts);
|
||||
}
|
||||
|
||||
public void SetViewportParams(Size screen, float depthScale, float depthOffset, int2 scroll)
|
||||
|
||||
Reference in New Issue
Block a user