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Optimize floor drawing (WIP) #7327
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Do you check to make sure that the tiles you do this for do not have content drawn on them from other ones and that they do not draw outside of the general rectangular area? |
The floor is drawn before everything else and I think floor tiles never overlap with each other That said, so far I haven't been able to get any performance improvement out of this so far (and I tried quite a few things). |
the I guess you can simply handle it by not applying this optimization to any where |
devilutionX/Source/engine/render/scrollrt.cpp Line 475 in 7d5bef7
Floor tiles are always drawn without mask ( devilutionX/Source/engine/render/scrollrt.cpp Lines 572 to 597 in 7d5bef7
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😑 We might want to look in to that then |
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I think what happens is that foliage is drawn again in The condition for whether something is a floor tile is exactly the same as !TileHasAny(tilePosition, TileProperties::Solid); Moreover, we only draw foliage for tiles of So for a transparent square tile, we first draw it fully in I think the foliage condition is not very precise. Not all |
Thanks for investigating that. |
Makes the connection between `foliage` and floor more obvious, see diasurgical#7327 (comment).
Makes the connection between `foliage` and floor more obvious, see #7327 (comment).
Makes the connection between `foliage` and floor more obvious, see diasurgical/devilutionX#7327 (comment).
Makes the connection between `foliage` and floor more obvious, see diasurgical/devilutionX#7327 (comment).
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