Author: boucman
Date: Sun May 10 01:01:04 2009
New Revision: 35518
URL: http://svn.gna.org/viewcvs/wesnoth?rev=35518&view=rev
Log:
revert r35501, this introduces bugs for large animations. The underlying perf
problem is still there and need further fixing
Modified:
trunk/src/game_display.cpp
Modified: trunk/src/game_display.cpp
URL:
http://svn.gna.org/viewcvs/wesnoth/trunk/src/game_display.cpp?rev=35518&r1=35517&r2=35518&view=diff
==============================================================================
--- trunk/src/game_display.cpp (original)
+++ trunk/src/game_display.cpp Sun May 10 01:01:04 2009
@@ -887,24 +887,18 @@
{
new_animation_frame();
display::invalidate_animations();
- for (unit_map::iterator u = units_.begin(),
- u_end = units_.end(); u != u_end; ++u)
- {
- if (!tile_nearly_on_screen(u->first)) continue;
- u->second.refresh(*this, u->first);
- }
- if (temp_unit_ && tile_nearly_on_screen(temp_unit_loc_))
+ unit_map::iterator unit;
+ for(unit=units_.begin() ; unit != units_.end() ; unit++)
+ unit->second.refresh(*this, unit->first);
+ if (temp_unit_ )
temp_unit_->refresh(*this, temp_unit_loc_);
bool new_inval = true;
while(new_inval) {
new_inval = false;
- for (unit_map::iterator u = units_.begin(),
- u_end = units_.end(); u != u_end; ++u)
- {
- if (!tile_nearly_on_screen(u->first)) continue;
- new_inval |= u->second.invalidate(u->first);
- }
- if (temp_unit_ && tile_nearly_on_screen(temp_unit_loc_)) {
+ for(unit=units_.begin() ; unit != units_.end() ; unit++) {
+ new_inval |= unit->second.invalidate(unit->first);
+ }
+ if (temp_unit_ ) {
//new_inval |=invalidate(temp_unit_loc_);
new_inval |=temp_unit_->invalidate(temp_unit_loc_);
}
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