From 95ac1aa5b2b7d8d1ce6e4df0a0091535efe2b137 Mon Sep 17 00:00:00 2001 From: RoosterDragon Date: Sat, 26 May 2018 16:16:41 +0100 Subject: [PATCH] Avoid redundant property sets in WorldRenderer.Draw. --- OpenRA.Game/Graphics/WorldRenderer.cs | 9 ++++++--- 1 file changed, 6 insertions(+), 3 deletions(-) diff --git a/OpenRA.Game/Graphics/WorldRenderer.cs b/OpenRA.Game/Graphics/WorldRenderer.cs index 148110c460..4698c8589d 100644 --- a/OpenRA.Game/Graphics/WorldRenderer.cs +++ b/OpenRA.Game/Graphics/WorldRenderer.cs @@ -39,6 +39,8 @@ namespace OpenRA.Graphics readonly Func createPaletteReference; readonly bool enableDepthBuffer; + bool lastDepthPreviewEnabled; + internal WorldRenderer(ModData modData, World world) { World = world; @@ -163,10 +165,11 @@ namespace OpenRA.Graphics if (World.WorldActor.Disposed) return; - if (debugVis.Value != null) + if (debugVis.Value != null && lastDepthPreviewEnabled != debugVis.Value.DepthBuffer) { - Game.Renderer.WorldSpriteRenderer.SetDepthPreviewEnabled(debugVis.Value.DepthBuffer); - Game.Renderer.WorldRgbaSpriteRenderer.SetDepthPreviewEnabled(debugVis.Value.DepthBuffer); + lastDepthPreviewEnabled = debugVis.Value.DepthBuffer; + Game.Renderer.WorldSpriteRenderer.SetDepthPreviewEnabled(lastDepthPreviewEnabled); + Game.Renderer.WorldRgbaSpriteRenderer.SetDepthPreviewEnabled(lastDepthPreviewEnabled); } RefreshPalette();