- more rendering improvements when fps starts to drop to 20 or less
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@ -151,6 +151,8 @@ const Vec4f Renderer::defColor= Vec4f(1.f, 1.f, 1.f, 1.f);
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//const float Renderer::maxLightDist= 100.f;
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const float Renderer::maxLightDist= 1000.f;
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const int MIN_FPS_NORMAL_RENDERING = 20;
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// ==================== constructor and destructor ====================
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Renderer::Renderer(){
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@ -1300,7 +1302,8 @@ void Renderer::renderObjects(const int renderFps, const int worldFrameCount) {
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glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_FOG_BIT | GL_LIGHTING_BIT | GL_TEXTURE_BIT);
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if(shadows==sShadowMapping){
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if(renderFps >= MIN_FPS_NORMAL_RENDERING &&
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shadows == sShadowMapping){
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glActiveTexture(shadowTexUnit);
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glEnable(GL_TEXTURE_2D);
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@ -1550,6 +1553,11 @@ void Renderer::renderUnits(const int renderFps, const int worldFrameCount) {
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glPopMatrix();
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unit->setVisible(true);
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if(allowRenderUnitTitles == true) {
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// Add to the pending render unit title list
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renderUnitTitleList.push_back(std::pair<Unit *,Vec3f>(unit,computeScreenPosition(unit->getCurrVectorFlat())) );
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}
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}
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else
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{
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@ -2275,7 +2283,8 @@ void Renderer::computeSelected(Selection::UnitContainer &units, const Vec2i &pos
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// ==================== shadows ====================
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void Renderer::renderShadowsToTexture(const int renderFps){
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if(shadows==sProjected || shadows==sShadowMapping){
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if(renderFps >= MIN_FPS_NORMAL_RENDERING &&
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(shadows==sProjected || shadows==sShadowMapping)) {
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shadowMapFrame= (shadowMapFrame + 1) % (shadowFrameSkip + 1);
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