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

@@ -44,7 +44,6 @@ void BuildLinkStatsLegend();
struct TunnelBridgeToMap {
TileIndex from_tile;
TileIndex to_tile;
uint8 colour;
};
typedef SmallVector<TunnelBridgeToMap, 64> TunnelBridgeToMapVector;