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Simplify RenderObject::followCamera math, remove branches, cleanup followCamera related code.

It also appears that a RenderObject is always on a layer when rendered.
Assert this in the code. This saves some extra branches.
This commit is contained in:
fgenesis 2023-03-02 05:07:05 +01:00
parent 81bfcb2f65
commit 0a3f57486b
5 changed files with 40 additions and 48 deletions

View file

@ -228,6 +228,14 @@ void RenderObjectLayer::prepareRender()
core->renderObjectCount += toRender.size();
toRender.push_back(NULL); // terminate
core->totalRenderObjectCount += n;
switch(followCameraLock)
{
default:
case FCL_NONE: followCameraMult = Vector(1, 1); break; // both H and V affected
case FCL_HORZ: followCameraMult = Vector(1, 0); break; // only H affected
case FCL_VERT: followCameraMult = Vector(0, 1); break; // only V affected
}
}
void RenderObjectLayer::render() const