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