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-rw-r--r--draw/anim.cpp23
1 files changed, 9 insertions, 14 deletions
diff --git a/draw/anim.cpp b/draw/anim.cpp
index 2612c110..c6c12a64 100644
--- a/draw/anim.cpp
+++ b/draw/anim.cpp
@@ -4,6 +4,7 @@
#include "shaders/tile.hpp"
#include "main/clickable.hpp"
#include "chunk-scenery.hpp"
+#include <cstdio>
#include <Corrade/Containers/Optional.h>
#include <Magnum/GL/MeshView.h>
#include <Magnum/GL/Texture.h>
@@ -88,11 +89,11 @@ void anim_mesh::draw(tile_shader& shader, const Vector2i& win_size, chunk& c, st
fm_assert(es[k].e);
auto& e = *es[k].e;
auto& atlas = *e.atlas;
- if (last && &atlas != last.atlas)
+ if (last.atlas && &atlas != last.atlas)
{
- //Debug{} << "draw-static" << last.atlas->name() << e.ordinal() << Vector2i(e.coord.local());
+ //Debug{} << "draw-static" << es[last.run_from].e->atlas->name() << es[last.run_from].e->ordinal() << Vector2i(es[last.run_from].e->coord.local()) << i - last.run_from;
do_draw(last.run_from, i, last.atlas);
- last = nullptr;
+ last = {};
}
if (e.is_dynamic())
{
@@ -101,28 +102,22 @@ void anim_mesh::draw(tile_shader& shader, const Vector2i& win_size, chunk& c, st
const auto depth = tile_shader::depth_value(e.coord.local(), depth1);
//Debug{} << "draw-dyn" << e.atlas->name() << e.ordinal() << Vector2i(e.coord.local());
draw(shader, atlas, e.r, e.frame, e.coord.local(), e.offset, depth);
- last = nullptr;
+ last = {};
}
else
{
- if (!last)
+ if (!last.atlas)
last = { &atlas, i };
i++;
}
}
- if (last)
+ if (last.atlas && i != last.run_from)
{
- //Debug{} << "draw-last" << last.atlas->name() << es[es.size()-1]->ordinal() << Vector2i(es[es.size()-1]->coord.local());
+ //Debug{} << "draw-last" << last.atlas->name() << es[es.size()-1].e->ordinal() << Vector2i(es[es.size()-1].e->coord.local()) << i - last.run_from;
do_draw(last.run_from, i, last.atlas);
}
- //Debug{} << "--" << i << "--";
-
-//#define FM_DEBUG_DRAW_COUNT
-#ifdef FM_DEBUG_DRAW_COUNT
- if (draw_count)
- fm_debug("anim draws: %zu", draw_count);
-#endif
+ //Debug{} << "--" << i << draw_count << "--"; std::fflush(stdout);
}
void anim_mesh::draw(tile_shader& shader, anim_atlas& atlas, rotation r, size_t frame, const Vector3& center, float depth)