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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@@ -94,4 +94,7 @@ Point GetViewportStationMiddle(const ViewPort *vp, const Station *st);
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void ShowTooltipForTile(Window *w, const TileIndex tile);
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void ViewportMapClearTunnelCache();
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void ViewportMapInvalidateTunnelCacheByTile(const TileIndex tile);
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#endif /* VIEWPORT_FUNC_H */
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