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- bugfix to clear surface data cache on game exit (lest we overfill system RAM)
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25f1cdaae6
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@ -1683,6 +1683,7 @@ void Game::render2d(){
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str+= "Render FPS: " + intToStr(lastRenderFps) + "[" + intToStr(avgRenderFps) + "]\n";
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str+= "Update FPS: " + intToStr(lastUpdateFps) + "[" + intToStr(avgUpdateFps) + "]\n";
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str+= "GameCamera pos: " + floatToStr(gameCamera.getPos().x)+","+floatToStr(gameCamera.getPos().y)+","+floatToStr(gameCamera.getPos().z)+"\n";
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str+= "Cached surfacedata: " + intToStr(renderer.getCachedSurfaceDataSize());
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str+= "Time: " + floatToStr(world.getTimeFlow()->getTime(),2)+"\n";
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if(SystemFlags::getThreadedLoggerRunning() == true) {
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str+= "Log buffer count: " + intToStr(SystemFlags::getLogEntryBufferCount())+"\n";
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@ -154,6 +154,7 @@ Renderer::Renderer() {
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textRenderer = NULL;
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particleRenderer = NULL;
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saveScreenShotThread = NULL;
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mapSurfaceData.clear();
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lastRenderFps=MIN_FPS_NORMAL_RENDERING;
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shadowsOffDueToMinRender=false;
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@ -231,6 +232,7 @@ Renderer::~Renderer() {
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}
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}
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mapSurfaceData.clear();
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this->menu = NULL;
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this->game = NULL;
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}
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@ -310,6 +312,7 @@ void Renderer::initGame(const Game *game){
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SystemFlags::OutputDebug(SystemFlags::debugSystem,"In [%s::%s Line: %d]\n",__FILE__,__FUNCTION__,__LINE__);
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SurfaceData::nextUniqueId = 1;
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mapSurfaceData.clear();
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this->game= game;
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worldToScreenPosCache.clear();
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@ -430,6 +433,8 @@ void Renderer::end() {
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//delete 2d list
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glDeleteLists(list2d, 1);
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mapSurfaceData.clear();
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}
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void Renderer::endGame() {
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@ -449,6 +454,7 @@ void Renderer::endGame() {
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worldToScreenPosCache.clear();
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ReleaseSurfaceVBOs();
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mapSurfaceData.clear();
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}
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void Renderer::endMenu() {
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@ -428,6 +428,7 @@ public:
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void renderProgressBar(int size, int x, int y, Font2D *font,int customWidth=-1, string prefixLabel="");
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static Texture2D * findFactionLogoTexture(string logoFilename);
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int getCachedSurfaceDataSize() const { return mapSurfaceData.size(); }
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private:
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//private misc
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