Comments (5)
I'm not sure it would help. Wouldn't they get drawn over shroud of war too?
An optimisation would be possible via the explored bitmap, but it's coarse, so that wouldn't fix everything.
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This seems to only be happening with dead actors (and items), the living behave properly for both fog types.
Of course, a partially "obscured" actor would still fully visible I assume (maybe not if their SpriteCover
accounts for full fog), so you are right, its not really a fix, but it would be an improvement and also a potential performance win to cull them.
a full fix would be to draw the fog on the top layer, but still might look into culling
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What makes bodies and ground piles different? As it sounds like something that could fixed on load, not on draw.
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I'm afraid that is beyond my current knowledge.
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If we just implement the suggested fix for #111 this should presumably disappear.
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