Optimization: Connection recipient caching, resetting cachedshadow data instead of creating a new one
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@@ -129,7 +129,7 @@ namespace Barotrauma
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viewRect.Y = -viewRect.Y;
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float multiplier = 0.8f;
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for (int i = 1; i < 5; i++)
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for (int i = 1; i < 4; i++)
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{
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spriteBatch.Draw(dustParticles, new Rectangle(0,0,GameMain.GraphicsWidth,GameMain.GraphicsHeight),
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new Rectangle((int)((backgroundPos.X * multiplier)), (int)((-backgroundPos.Y * multiplier)), cam.WorldView.Width*2, cam.WorldView.Height*2),
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@@ -164,10 +164,7 @@ namespace Barotrauma
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public void RenderWalls(GraphicsDevice graphicsDevice, Camera cam)
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{
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if (wallVertices == null) return;
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Stopwatch sw = new Stopwatch();
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sw.Start();
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basicEffect.World = cam.ShaderTransform
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* Matrix.CreateOrthographic(GameMain.GraphicsWidth, GameMain.GraphicsHeight, -1, 1) * 0.5f;
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@@ -202,12 +199,7 @@ namespace Barotrauma
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basicEffect.CurrentTechnique = basicEffect.Techniques["BasicEffect_Texture"];
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basicEffect.CurrentTechnique.Passes[0].Apply();
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graphicsDevice.DrawPrimitives(PrimitiveType.TriangleList, 0, (int)Math.Floor(wallVertices.VertexCount / 3.0f));
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basicEffect.VertexColorEnabled = false;
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basicEffect.TextureEnabled = true;
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basicEffect.CurrentTechnique = basicEffect.Techniques["BasicEffect_Texture"];
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basicEffect.CurrentTechnique.Passes[0].Apply();
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for (int side = 0; side < 2; side++)
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{
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for (int i = 0; i < 2; i++)
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@@ -221,10 +213,7 @@ namespace Barotrauma
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}
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}
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sw.Stop();
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Debug.WriteLine("level render: "+sw.ElapsedTicks);
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}
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public void Dispose()
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