Don't create a new texture every time tiling is requested, though sadly this introduces a new issue
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@@ -76,7 +76,7 @@ extern sf::RenderTexture map_gworld;
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extern sf::Texture small_ter_gworld;
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// In the 0..65535 range, this colour was {65535,65535,52428}
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sf::Color parchment = {255,255,205};
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extern RECT map_pat[];
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extern tessel_ref_t map_pat[];
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// TODO: Add blue cave graphics to these arrays?
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unsigned char map_pats[256] = {
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@@ -1516,7 +1516,7 @@ void draw_map(bool need_refresh) {
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map_graphic_placed[kludge.x / 8][kludge.y] | (unsigned char)(s_pow(2,kludge.x % 8));
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}
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}
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tileImage(mini_map, draw_rect,bg_gworld,map_pat[((pic >= 400) ? anim_map_pats[pic - 400] : map_pats[pic]) - 1]);
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tileImage(mini_map, draw_rect,map_pat[((pic >= 400) ? anim_map_pats[pic - 400] : map_pats[pic]) - 1]);
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break;
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}
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//OffsetRect(&ter_temp_from,
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@@ -1540,7 +1540,7 @@ void draw_map(bool need_refresh) {
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style.pointSize = 10;;
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the_rect = RECT(mini_map);
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tileImage(mini_map, the_rect,bg_gworld,bg[4]);
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tileImage(mini_map, the_rect,bg[4]);
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cPict theGraphic(mini_map);
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theGraphic.setBounds(dlogpicrect);
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theGraphic.setPict(21, PIC_DLOG);
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