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remove unnecessary flags; buildings and areas are always fast to draw now
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7fb9f721e1
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1fb3739c71
@ -121,14 +121,12 @@ impl DrawMap {
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let mut buildings: Vec<DrawBuilding> = Vec::new();
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let mut all_buildings: Vec<(Color, Polygon)> = Vec::new();
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if !flags.dont_draw_buildings {
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timer.start_iter("make DrawBuildings", map.all_buildings().len());
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for b in map.all_buildings() {
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timer.next();
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let (b, draw) = DrawBuilding::new(b, cs);
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buildings.push(b);
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all_buildings.extend(draw);
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}
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timer.start_iter("make DrawBuildings", map.all_buildings().len());
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for b in map.all_buildings() {
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timer.next();
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let (b, draw) = DrawBuilding::new(b, cs);
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buildings.push(b);
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all_buildings.extend(draw);
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}
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let draw_all_buildings = prerender.upload(all_buildings);
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@ -181,14 +179,12 @@ impl DrawMap {
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let mut areas: Vec<DrawArea> = Vec::new();
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let mut all_areas: Vec<(Color, Polygon)> = Vec::new();
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if !flags.dont_draw_areas {
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timer.start_iter("make DrawAreas", map.all_areas().len());
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for a in map.all_areas() {
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timer.next();
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let (draw, color, poly) = DrawArea::new(a, cs);
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areas.push(draw);
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all_areas.push((color, poly));
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}
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timer.start_iter("make DrawAreas", map.all_areas().len());
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for a in map.all_areas() {
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timer.next();
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let (draw, color, poly) = DrawArea::new(a, cs);
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areas.push(draw);
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all_areas.push((color, poly));
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}
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let draw_all_areas = prerender.upload(all_areas);
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@ -28,14 +28,6 @@ pub struct Flags {
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pub draw_parcels: bool,
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// TODO Ideally these'd be phrased positively, but can't easily make them default to true.
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/// Should areas be drawn? Can sometimes be slow.
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#[structopt(long = "dont_draw_areas")]
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pub dont_draw_areas: bool,
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/// Should buildings be drawn? Sometimes there's an awful lot of them.
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#[structopt(long = "dont_draw_buildings")]
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pub dont_draw_buildings: bool,
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/// Should lane markings be drawn? Sometimes they eat too much GPU memory.
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#[structopt(long = "dont_draw_lane_markings")]
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pub dont_draw_lane_markings: bool,
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