Experimental optimization of water animation

(invalidation are several times better, depending of geometry)

Actually use an old forgotten single-hex terrain rule syntax, instead
of the usual multihex.  Only done for the 4 basic water tiles, no
visible change and just added a new WML macro.  This is also a test to
check how an optimized handling of multihex could help.
This commit is contained in:
Ali El Gariani 2010-08-23 06:00:58 +00:00
parent dfe444a6bc
commit 21902879b4
2 changed files with 31 additions and 4 deletions

View file

@ -385,11 +385,19 @@
#{TERRAIN_BASE Wo water/ocean}
#{TERRAIN_BASE Ww,Wwf water/coast}
{TERRAIN_BASE_B Wo ANIMATION_15 water/ocean}
{TERRAIN_BASE_B Ww,Wwf,Wwr ANIMATION_15 water/coast}
{TERRAIN_BASE_B Wwt ANIMATION_15 water/coast-tropical}
{TERRAIN_BASE_B Ss ANIMATION_15 swamp/water}
# experimental macro using 1-hex rule to optimize water animation
{GENERIC_SINGLEHEX_PLFB (Wo) 100 -1000 base ANIMATION_15 water/ocean}
{GENERIC_SINGLEHEX_PLFB (Ww,Wwf,Wwr) 100 -1000 base ANIMATION_15 water/coast}
{GENERIC_SINGLEHEX_PLFB (Wwt) 100 -1000 base ANIMATION_15 water/coast-tropical}
{GENERIC_SINGLEHEX_PLFB (Ss) 100 -1000 base ANIMATION_15 swamp/water}
#temporary disabled normal multihex macro
#{TERRAIN_BASE_B Wo ANIMATION_15 water/ocean}
#{TERRAIN_BASE_B Ww,Wwf,Wwr ANIMATION_15 water/coast}
#{TERRAIN_BASE_B Wwt ANIMATION_15 water/coast-tropical}
#{TERRAIN_BASE_B Ss ANIMATION_15 swamp/water}
# Castle base terrains

View file

@ -30,6 +30,25 @@
[/terrain_graphics]
#enddef
# expermental 1-hex rule
#define GENERIC_SINGLEHEX_PLFB TERRAIN PROB LAYER FLAG BUILDER IMAGESTEM
[terrain_graphics]
[tile]
x,y=0,0
type={TERRAIN}
set_no_flag={FLAG}
[image]
name={BUILD_IMAGE {BUILDER} {IMAGESTEM} ()}
variations=";2;3;4;5;6;7;8;9;10;11"
layer={LAYER}
base=90,144
center=90,144
[/image]
[/tile]
probability={PROB}
[/terrain_graphics]
#enddef
#define GENERIC_RESTRICTED_PLFB TERRAIN ADJACENT PROB LAYER FLAG BUILDER IMAGESTEM ROTATION
[terrain_graphics]