Cache tunnel info in viewport map mode, to prevent render flicker.

If we see a tunnel during the usual tile scan, keep it in the cache
until it is explicitly evicted by a clear tunnel tile action, or
the cache is cleared at game init/load/shutdown.
Select colours at the drawing rather than the cache-building stage.
Bridges and tunnels are now stored/handled separately.
The process for bridges is mostly unchanged.
This commit is contained in:
Jonathan G Rennison
2015-11-11 19:18:32 +00:00
parent 3788228d8f
commit 919057a5e6
6 changed files with 87 additions and 26 deletions

View File

@@ -28,6 +28,7 @@
#include "core/pool_type.hpp"
#include "game/game.hpp"
#include "linkgraph/linkgraphschedule.h"
#include "viewport_func.h"
#include "safeguards.h"
@@ -59,6 +60,8 @@ void InitializeGame(uint size_x, uint size_y, bool reset_date, bool reset_settin
AllocateMap(size_x, size_y);
ViewportMapClearTunnelCache();
_pause_mode = PM_UNPAUSED;
_fast_forward = 0;
_tick_counter = 0;