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Discard old data when updating a StaticSpriteBatch

This commit is contained in:
Ell 2022-09-12 21:13:43 +02:00
parent e60d3591ff
commit d6e7c1086d
2 changed files with 4 additions and 3 deletions

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@ -18,6 +18,7 @@ Additions
Improvements Improvements
- Improved EnumHelper.GetValues signature to return an array - Improved EnumHelper.GetValues signature to return an array
- Allow using external gesture handling alongside InputHandler through ExternalGestureHandling - Allow using external gesture handling alongside InputHandler through ExternalGestureHandling
- Discard old data when updating a StaticSpriteBatch
Fixes Fixes
- Fixed TokenizedString handling trailing spaces incorrectly in the last line of non-left aligned text - Fixed TokenizedString handling trailing spaces incorrectly in the last line of non-left aligned text

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@ -42,7 +42,7 @@ namespace MLEM.Graphics {
private readonly GraphicsDevice graphicsDevice; private readonly GraphicsDevice graphicsDevice;
private readonly SpriteEffect spriteEffect; private readonly SpriteEffect spriteEffect;
private readonly List<VertexBuffer> vertexBuffers = new List<VertexBuffer>(); private readonly List<DynamicVertexBuffer> vertexBuffers = new List<DynamicVertexBuffer>();
private readonly List<Texture2D> textures = new List<Texture2D>(); private readonly List<Texture2D> textures = new List<Texture2D>();
private readonly ISet<Item> items = new HashSet<Item>(); private readonly ISet<Item> items = new HashSet<Item>();
private IndexBuffer indices; private IndexBuffer indices;
@ -439,8 +439,8 @@ namespace MLEM.Graphics {
private void FillBuffer(int index, Texture2D texture, VertexPositionColorTexture[] data) { private void FillBuffer(int index, Texture2D texture, VertexPositionColorTexture[] data) {
if (this.vertexBuffers.Count <= index) if (this.vertexBuffers.Count <= index)
this.vertexBuffers.Add(new VertexBuffer(this.graphicsDevice, VertexPositionColorTexture.VertexDeclaration, StaticSpriteBatch.MaxBatchItems * 4, BufferUsage.WriteOnly)); this.vertexBuffers.Add(new DynamicVertexBuffer(this.graphicsDevice, VertexPositionColorTexture.VertexDeclaration, StaticSpriteBatch.MaxBatchItems * 4, BufferUsage.WriteOnly));
this.vertexBuffers[index].SetData(data); this.vertexBuffers[index].SetData(data, 0, data.Length, SetDataOptions.Discard);
this.textures.Insert(index, texture); this.textures.Insert(index, texture);
} }