Description:
Remove cull() check.
This speeds up drawing tiles by a factor of roughly 2, lol.
When drawing a 200x200 map, drawing tiles goes from taking 24ms to 12ms.
Commit status:
[Not Reviewed]
References:
Diff options:
Comments:
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Unresolved TODOs:
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@@ -565,8 +565,8 | |||||
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565 | int screenx = (x - y) * Tile.TileSpriteWidth / 2; |
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565 | int screenx = (x - y) * Tile.TileSpriteWidth / 2; |
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566 | int screeny = (x + y) * Tile.TileSpriteHeight / 2; |
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566 | int screeny = (x + y) * Tile.TileSpriteHeight / 2; |
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567 |
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567 | ||
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568 | if (this.cull(x, y)) |
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568 | // if (this.cull(x, y)) |
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569 | { |
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569 | // { |
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570 | batch.Draw( |
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570 | batch.Draw( |
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571 | Tile.TileSetTexture, |
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571 | Tile.TileSetTexture, |
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572 | new Rectangle( |
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572 | new Rectangle( |
@@ -581,7 +581,7 | |||||
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581 | 0.9f); |
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581 | 0.9f); |
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582 |
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582 | ||
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583 | this.tilesDrawn++; |
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583 | this.tilesDrawn++; |
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584 | } |
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584 | // } |
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585 | } |
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585 | } |
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586 | } |
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586 | } |
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587 | stopWatch2.Stop(); |
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587 | stopWatch2.Stop(); |
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