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Commit Description:
Optimize PreserveCounts and only recalculate when needed....
Commit Description:
Optimize PreserveCounts and only recalculate when needed. Previously would recalculate preservecounts every Update call (~1 per frame), which isn't necessary when there's no tick. Might be some room to tweak, like doing these updates only when preserves change. Some measurements: This takes about 30ms versus the .25 ms with no preserve (then like .0002ms). When the map is filled up with preserve, about 35ms and 9ms. With a handful of cells, it's more like 0.8ms (before JIT optimizes most of it away).
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FNA/src/Graphics/CubeMapFace.cs
42 lines | 915 B | text/x-csharp | CSharpLexer
#region License
/* FNA - XNA4 Reimplementation for Desktop Platforms
* Copyright 2009-2020 Ethan Lee and the MonoGame Team
*
* Released under the Microsoft Public License.
* See LICENSE for details.
*/
#endregion
namespace Microsoft.Xna.Framework.Graphics
{
/// <summary>
/// Defines the faces in a cube map for the <see cref="TextureCube"/> class.
/// </summary>
public enum CubeMapFace
{
/// <summary>
/// Positive X face in the cube map.
/// </summary>
PositiveX,
/// <summary>
/// Negative X face in the cube map.
/// </summary>
NegativeX,
/// <summary>
/// Positive Y face in the cube map.
/// </summary>
PositiveY,
/// <summary>
/// Negative Y face in the cube map.
/// </summary>
NegativeY,
/// <summary>
/// Positive Z face in the cube map.
/// </summary>
PositiveZ,
/// <summary>
/// Negative Z face in the cube map.
/// </summary>
NegativeZ
}
}