Don't split viewport draw chunks
The stated explanation seems unconvincing, and it introduces a performance penalty.
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@@ -2614,30 +2614,14 @@ void ViewportDoDraw(const ViewPort *vp, int left, int top, int right, int bottom
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_vd.child_screen_sprites_to_draw.Clear();
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}
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/**
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* Make sure we don't draw a too big area at a time.
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* If we do, the sprite memory will overflow.
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*/
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static void ViewportDrawChk(const ViewPort *vp, int left, int top, int right, int bottom)
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{
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if ((vp->zoom < ZOOM_LVL_DRAW_MAP) && (ScaleByZoom(bottom - top, vp->zoom) * ScaleByZoom(right - left, vp->zoom) > 180000 * ZOOM_LVL_BASE * ZOOM_LVL_BASE)) {
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if ((bottom - top) > (right - left)) {
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int t = (top + bottom) >> 1;
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ViewportDrawChk(vp, left, top, right, t);
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ViewportDrawChk(vp, left, t, right, bottom);
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} else {
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int t = (left + right) >> 1;
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ViewportDrawChk(vp, left, top, t, bottom);
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ViewportDrawChk(vp, t, top, right, bottom);
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}
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} else {
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ViewportDoDraw(vp,
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ScaleByZoom(left - vp->left, vp->zoom) + vp->virtual_left,
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ScaleByZoom(top - vp->top, vp->zoom) + vp->virtual_top,
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ScaleByZoom(right - vp->left, vp->zoom) + vp->virtual_left,
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ScaleByZoom(bottom - vp->top, vp->zoom) + vp->virtual_top
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);
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}
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ViewportDoDraw(vp,
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ScaleByZoom(left - vp->left, vp->zoom) + vp->virtual_left,
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ScaleByZoom(top - vp->top, vp->zoom) + vp->virtual_top,
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ScaleByZoom(right - vp->left, vp->zoom) + vp->virtual_left,
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ScaleByZoom(bottom - vp->top, vp->zoom) + vp->virtual_top
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);
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}
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static inline void ViewportDraw(const ViewPort *vp, int left, int top, int right, int bottom)
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