fix: tile fade time
- did not check grandparent
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a2abbe5197
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27b9294a36
@ -122,8 +122,6 @@ public abstract class TileRenderer extends LayerRenderer {
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mDrawSerial++;
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}
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//abstract protected void drawTiles(GLViewport v, MapTile[] tiles, int tileCnt);
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@Override
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protected void render(GLViewport v) {
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/* render in update() so that tiles cannot vanish in between. */
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@ -352,7 +350,7 @@ public abstract class TileRenderer extends LayerRenderer {
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};
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protected long getMinFade(MapTile t) {
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long maxFade = MapRenderer.frametime - 50;
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long minFade = MapRenderer.frametime - 50;
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for (int c = 0; c < 4; c++) {
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MapTile ci = t.node.child(c);
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@ -360,17 +358,22 @@ public abstract class TileRenderer extends LayerRenderer {
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continue;
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if (ci.state == READY || ci.fadeTime > 0)
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maxFade = Math.min(maxFade, ci.fadeTime);
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minFade = Math.min(minFade, ci.fadeTime);
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}
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MapTile p = t.node.parent();
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if (p != null && (p.state == READY || p.fadeTime > 0)) {
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maxFade = Math.min(maxFade, p.fadeTime);
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p = p.node.parent();
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if (p != null && (p.state == READY || p.fadeTime > 0))
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maxFade = Math.min(maxFade, p.fadeTime);
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}
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if (p == null)
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return minFade;
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if (p.state == READY || p.fadeTime > 0)
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minFade = Math.min(minFade, p.fadeTime);
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return maxFade;
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p = p.node.parent();
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if (p == null)
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return minFade;
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if (p.state == READY || p.fadeTime > 0)
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minFade = Math.min(minFade, p.fadeTime);
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return minFade;
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}
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}
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