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correctly update VBO of GridRender(OT_BLACK) after trimGrid()
This fixes blackness showing occasionally even though it was no longer there
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2 changed files with 6 additions and 2 deletions
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@ -547,6 +547,9 @@ void Game::reconstructEntityGrid()
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updateGridRender(OT_INVISIBLEENT);
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updateGridRender(OT_INVISIBLEENT);
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}
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}
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// TODO: ideally this would be split into two functions, one that reconstructs blackness
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// and is called on map load or by the editor, and another one that just reconstructs
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// the dynamic parts of the grid.
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void Game::reconstructGrid(bool force)
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void Game::reconstructGrid(bool force)
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{
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{
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if (!force && isSceneEditorActive()) return;
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if (!force && isSceneEditorActive()) return;
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@ -581,8 +584,8 @@ void Game::reconstructGrid(bool force)
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trimGrid();
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trimGrid();
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// This does intentionally not update black.
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// Must update OT_BLACK after trimGrid()
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updateGridRender(OT_MASK_NOTBLACK);
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updateGridRender(OT_MASK_ALL);
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}
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}
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void Game::trimGrid()
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void Game::trimGrid()
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@ -33,6 +33,7 @@ enum ObsType
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OT_USER_MASK = OT_USER1 | OT_USER2,
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OT_USER_MASK = OT_USER1 | OT_USER2,
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OT_OUTOFBOUNDS = 0xff, // all bits set
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OT_OUTOFBOUNDS = 0xff, // all bits set
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OT_MASK_ALL = 0xff
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};
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};
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