quick fix performance issue in tilerender draw
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@@ -156,18 +156,22 @@ void TileRender::draw (OpenGL::Scoped::use_program& mcnk_shader
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}
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}
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// this isn't exactly rendering but...
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if (flags & ChunkUpdateFlags::ALPHAMAP)
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{
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// recalculate doodad mapping.
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chunk->getTextureSet()->updateDoodadMapping();
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// update render
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setChunkGroundEffectActiveData(chunk.get());
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}
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else if (_require_geffect_active_texture_update)
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{
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// active texture render changed, just update render
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setChunkGroundEffectActiveData(chunk.get());
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}
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// TODO : this is extremely slow and shouldn't happen on initial texture loading, it's just read from file
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// if (!_texture_not_loaded)
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// {
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// if (flags & ChunkUpdateFlags::ALPHAMAP)
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// {
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// // recalculate doodad mapping.
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// // chunk->getTextureSet()->updateDoodadMapping();
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// // update render
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// setChunkGroundEffectActiveData(chunk.get());
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// }
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// else if (_require_geffect_active_texture_update)
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// {
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// // active texture render changed, just update render
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// setChunkGroundEffectActiveData(chunk.get());
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// }
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// }
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if (!flags)
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continue;
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