faster texture cache loading in low fps modes
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@ -168,7 +168,7 @@ Screen* MainScreen::render(float time_delta, bool&) {
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const float pm_interval = pm.render(time_delta); // render
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cg.render(time_delta); // render
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const float cg_interval = cg.render(time_delta); // render
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sw.render(); // render
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tuiu.render(); // render
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tdch.render(); // render
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@ -217,6 +217,8 @@ Screen* MainScreen::render(float time_delta, bool&) {
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ImGui::ShowDemoWindow();
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}
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_render_interval = std::min<float>(pm_interval, cg_interval);
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if (
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_fps_perf_mode > 1 // TODO: magic
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) {
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@ -228,9 +230,9 @@ Screen* MainScreen::render(float time_delta, bool&) {
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_window_hidden
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)
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) {
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_render_interval = std::min<float>(1.f/1.f, pm_interval);
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_render_interval = std::min<float>(1.f/1.f, _render_interval);
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} else {
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_render_interval = std::min<float>(1.f/60.f, pm_interval);
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_render_interval = std::min<float>(1.f/60.f, _render_interval);
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}
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_time_since_event += time_delta;
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