Apply the same to bibs and smudges
This commit is contained in:
@@ -75,7 +75,8 @@ namespace OpenRA.Traits
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{
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{
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var cliprect = Game.viewport.ShroudBounds().HasValue
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var cliprect = Game.viewport.ShroudBounds().HasValue
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? Rectangle.Intersect(Game.viewport.ShroudBounds().Value, world.Map.Bounds) : world.Map.Bounds;
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? Rectangle.Intersect(Game.viewport.ShroudBounds().Value, world.Map.Bounds) : world.Map.Bounds;
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cliprect = Rectangle.Intersect(Game.viewport.ViewBounds(), cliprect);
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foreach (var kv in tiles)
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foreach (var kv in tiles)
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{
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{
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if (!cliprect.Contains(kv.Key.X, kv.Key.Y))
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if (!cliprect.Contains(kv.Key.X, kv.Key.Y))
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@@ -76,7 +76,7 @@ namespace OpenRA.Traits
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{
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{
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var cliprect = Game.viewport.ShroudBounds().HasValue
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var cliprect = Game.viewport.ShroudBounds().HasValue
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? Rectangle.Intersect(Game.viewport.ShroudBounds().Value, world.Map.Bounds) : world.Map.Bounds;
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? Rectangle.Intersect(Game.viewport.ShroudBounds().Value, world.Map.Bounds) : world.Map.Bounds;
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cliprect = Rectangle.Intersect(Game.viewport.ViewBounds(), cliprect);
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foreach (var kv in tiles)
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foreach (var kv in tiles)
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{
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{
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if (!cliprect.Contains(kv.Key.X,kv.Key.Y))
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if (!cliprect.Contains(kv.Key.X,kv.Key.Y))
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