Reserve space for minimap units. Saves approximately 0.01ms per frame.
This was SVN commit r7700.
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@ -390,10 +390,6 @@ void CMiniMap::Draw()
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PROFILE_START("minimap units");
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std::vector<MinimapUnitVertex> vertexArray;
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// TODO: don't reallocate this after every frame (but don't waste memory
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// after the number of units decreases substantially)
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// Don't enable GL_POINT_SMOOTH because it's far too slow
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// (~70msec/frame on a GF4 rendering a thousand points)
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glPointSize(3.f);
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@ -403,6 +399,10 @@ void CMiniMap::Draw()
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CSimulation2* sim = g_Game->GetSimulation2();
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const CSimulation2::InterfaceList& ents = sim->GetEntitiesWithInterface(IID_Minimap);
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std::vector<MinimapUnitVertex> vertexArray;
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vertexArray.reserve(ents.size());
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for (CSimulation2::InterfaceList::const_iterator it = ents.begin(); it != ents.end(); ++it)
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{
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MinimapUnitVertex v;
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