From 10edb7a621a30f82fb96fb4fb2b169b6865a6b00 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Matthias=20Mail=C3=A4nder?= Date: Sat, 1 Nov 2014 15:33:03 +0100 Subject: [PATCH] also measure render performance bottle necks closes #4133 --- OpenRA.Game/World.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/OpenRA.Game/World.cs b/OpenRA.Game/World.cs index a2ac5c1ca4..2d3fdf48d7 100644 --- a/OpenRA.Game/World.cs +++ b/OpenRA.Game/World.cs @@ -281,7 +281,7 @@ namespace OpenRA // For things that want to update their render state once per tick, ignoring pause state public void TickRender(WorldRenderer wr) { - ActorsWithTrait().Do(x => x.Trait.TickRender(wr, x.Actor)); + ActorsWithTrait().DoTimed(x => x.Trait.TickRender(wr, x.Actor), "Render"); } public IEnumerable Actors { get { return actors; } }