feat: Enhance object rendering and tile management in Zelda3
- Introduced a new method `set_dirty` in the `Rom` class to manage the dirty state of ROM data. - Updated `DungeonCanvasViewer` to process texture queues before drawing, improving texture readiness and rendering performance. - Refactored `ObjectDrawer` to utilize `TileInfo` instead of `Tile16`, enhancing tile data handling and consistency across the codebase. - Improved the `ObjectParser` to read tile data as `TileInfo`, ensuring accurate parsing and memory management. - Added performance optimizations in the `Room` class to track changes in properties and reduce unnecessary rendering. - Enhanced logging for debugging purposes during tile drawing and object rendering processes.
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@@ -196,6 +196,7 @@ class Rom {
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bool is_loaded() const { return !rom_data_.empty(); }
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bool dirty() const { return dirty_; }
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void set_dirty(bool dirty) { dirty_ = dirty; }
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void ClearDirty() { dirty_ = false; }
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auto title() const { return title_; }
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auto size() const { return size_; }
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