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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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SpriteFontPlus/samples/SpriteFontPlus.Samples.TextureAtlasFull/SpriteFontPlus.Samples.TextureAtlasFull.csproj
23 lines | 644 B | text/plain | TextLexer
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>WinExe</OutputType>
<ApplicationIcon />
<StartupObject />
<TargetFramework>net45</TargetFramework>
<OutputPath>bin\MonoGame\$(Configuration)</OutputPath>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="MonoGame.Framework.DesktopGL" Version="3.7.1.189" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\src\SpriteFontPlus.MonoGame.csproj" />
</ItemGroup>
<ItemGroup>
<None Update="Fonts\DroidSans.ttf">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</None>
</ItemGroup>
</Project>