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:
@@ -64,6 +64,7 @@
|
||||
#include "gfx_layout.h"
|
||||
#include "viewport_sprite_sorter.h"
|
||||
#include "smallmap_gui.h"
|
||||
#include "viewport_func.h"
|
||||
|
||||
#include "linkgraph/linkgraphschedule.h"
|
||||
|
||||
@@ -312,6 +313,8 @@ static void ShutdownGame()
|
||||
FioCloseAll();
|
||||
|
||||
UninitFreeType();
|
||||
|
||||
ViewportMapClearTunnelCache();
|
||||
}
|
||||
|
||||
/**
|
||||
|
Reference in New Issue
Block a user