Closed GoogleCodeExporter closed 9 years ago
Hmmm. I'm wondering if it wouldn't be better to just make sure the name is only
getting set if _elementsLocked is false, rather than cycling through every
Renderable on every Add.
In that case, the name might still change between Add and a time you care to
retrieve it. I'm more liable to add a piece of data to the Actor, or something
to the World to put it in a mode so that it knows it's processing the deferred
adds and shouldn't attempt to rename.
Original comment by lieseg...@gmail.com
on 13 Jul 2010 at 1:44
Does this patch also solve the problem? Checking a bool is going to be a lot
quicker that iterating over all potentially deferred adds, especially if a game
is starting up with lots of actors.
Original comment by lieseg...@gmail.com
on 13 Jul 2010 at 2:31
Attachments:
This looks like it should work fine (and be much more performant as well!)
TortoiseMerge has been fighting me tooth and nail this morning to actually
apply the patch for some reason. Tonight I'll find another merge utility or
apply it manually and report back as to how it works.
Original comment by Sim9OLDA...@gmail.com
on 13 Jul 2010 at 3:51
Your DeferredCheck patch is working great on my project, thanks!
Original comment by Sim9OLDA...@gmail.com
on 14 Jul 2010 at 2:24
Fixed in trunk.
Original comment by lieseg...@gmail.com
on 14 Jul 2010 at 2:48
Original issue reported on code.google.com by
Sim9OLDA...@gmail.com
on 13 Jul 2010 at 4:25Attachments: