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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@@ -69,10 +69,7 @@ TEST_F(ObjectParserTest, ParseSubtype1Object) {
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// Verify tile data was parsed correctly
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for (const auto& tile : tiles) {
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EXPECT_NE(tile.tile0_.id_, 0);
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EXPECT_NE(tile.tile1_.id_, 0);
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EXPECT_NE(tile.tile2_.id_, 0);
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EXPECT_NE(tile.tile3_.id_, 0);
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EXPECT_NE(tile.id_, 0);
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}
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}
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