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graphics optimization feature inspirated by diablo3 engine
* the rendering now consits of two panes - the background pane (for animated stuff like the map) - the foreground pane (for steady stuff, like UI) each pane has it own max FPS and works idependently this may increase graphics performance on many platforms
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@@ -25,7 +25,6 @@
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#include <framework/application.h>
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#include <framework/thirdparty/apngloader.h>
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#include <framework/core/resourcemanager.h>
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#include <framework/util/utf8.h>
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#define HSB_BIT_SET(p, n) (p[(n)/8] |= (128 >>((n)%8)))
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@@ -305,7 +304,7 @@ void WIN32Window::internalChooseGLVisual()
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PFD_TYPE_RGBA,
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32, // Select Our Color Depth
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0, 0, 0, 0, 0, 0, // Color Bits Ignored
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0, // No Alpha Buffer
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1, // Alpha Buffer Bits
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0, // Shift Bit Ignored
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0, // No Accumulation Buffer
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0, 0, 0, 0, // Accumulation Bits Ignored
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@@ -371,6 +371,7 @@ void X11Window::internalChooseGLVisual()
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#else
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES_BIT,
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#endif
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EGL_ALPHA_SIZE, 1,
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EGL_NONE
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};
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@@ -386,6 +387,7 @@ void X11Window::internalChooseGLVisual()
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static int attrList[] = {
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GLX_RENDER_TYPE, GLX_RGBA_BIT,
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GLX_DOUBLEBUFFER, True,
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GLX_ALPHA_SIZE, 1,
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None
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};
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