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authorAntony Riakiotakis <kalast@gmail.com>2015-05-28 18:01:09 +0300
committerAntony Riakiotakis <kalast@gmail.com>2015-05-28 18:01:09 +0300
commit8dc6fabc34a918ab3a82f93b56d539c4694a8c21 (patch)
tree77381520b5b0fc85dd2690c01789d225a9984707 /source/gameengine
parenteb476c28163986a3158632bcc5f8579646f8607a (diff)
Optimize render part commiting to render queue to mitigate delay in
T44869. There are a couple of issues here: * Code repeatedly calculated center of ready rendered parts even though they would not change while the operation was done. * Code would calculate distance of tiles from center multiple times * Code would traverse all items, even the ones already sorted * Traversal used linked lists which is quite slow. Mitigated these by doing one pass for the center, a second to calculate distances and a qsort at the end. Should result in O (n * (log n + 2)) instead of O (n * (n * 2)) complexity, plus the number of repeated operations is much less as well.
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