Avoid redundant property sets in WorldRenderer.Draw.

This commit is contained in:
RoosterDragon
2018-05-26 16:16:41 +01:00
committed by Paul Chote
parent 296c732525
commit 95ac1aa5b2

View File

@@ -39,6 +39,8 @@ namespace OpenRA.Graphics
readonly Func<string, PaletteReference> 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();