Avoid redundant property sets in WorldRenderer.Draw.
This commit is contained in:
committed by
Paul Chote
parent
296c732525
commit
95ac1aa5b2
@@ -39,6 +39,8 @@ namespace OpenRA.Graphics
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readonly Func<string, PaletteReference> createPaletteReference;
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readonly Func<string, PaletteReference> createPaletteReference;
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readonly bool enableDepthBuffer;
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readonly bool enableDepthBuffer;
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bool lastDepthPreviewEnabled;
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internal WorldRenderer(ModData modData, World world)
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internal WorldRenderer(ModData modData, World world)
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{
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{
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World = world;
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World = world;
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@@ -163,10 +165,11 @@ namespace OpenRA.Graphics
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if (World.WorldActor.Disposed)
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if (World.WorldActor.Disposed)
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return;
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return;
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if (debugVis.Value != null)
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if (debugVis.Value != null && lastDepthPreviewEnabled != debugVis.Value.DepthBuffer)
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{
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{
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Game.Renderer.WorldSpriteRenderer.SetDepthPreviewEnabled(debugVis.Value.DepthBuffer);
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lastDepthPreviewEnabled = debugVis.Value.DepthBuffer;
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Game.Renderer.WorldRgbaSpriteRenderer.SetDepthPreviewEnabled(debugVis.Value.DepthBuffer);
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Game.Renderer.WorldSpriteRenderer.SetDepthPreviewEnabled(lastDepthPreviewEnabled);
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Game.Renderer.WorldRgbaSpriteRenderer.SetDepthPreviewEnabled(lastDepthPreviewEnabled);
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}
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}
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RefreshPalette();
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RefreshPalette();
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