don't render every bpm/stop seg/bg
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@@ -203,21 +203,32 @@ void NoteField::DrawPrimitives()
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//
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vector<BPMSegment> &aBPMSegments = GAMESTATE->m_pCurSong->m_BPMSegments;
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for( i=0; i<aBPMSegments.size(); i++ )
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DrawBPMText( aBPMSegments[i].m_fStartBeat, aBPMSegments[i].m_fBPM );
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{
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if(aBPMSegments[i].m_fStartBeat >= fFirstBeatToDraw &&
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aBPMSegments[i].m_fStartBeat <= fLastBeatToDraw)
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DrawBPMText( aBPMSegments[i].m_fStartBeat, aBPMSegments[i].m_fBPM );
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}
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//
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// Freeze text
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//
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vector<StopSegment> &aStopSegments = GAMESTATE->m_pCurSong->m_StopSegments;
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for( i=0; i<aStopSegments.size(); i++ )
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{
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if(aStopSegments[i].m_fStartBeat >= fFirstBeatToDraw &&
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aStopSegments[i].m_fStartBeat <= fLastBeatToDraw)
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DrawFreezeText( aStopSegments[i].m_fStartBeat, aStopSegments[i].m_fStopSeconds );
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}
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//
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// BGChange text
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//
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vector<BackgroundChange> &aBackgroundChanges = GAMESTATE->m_pCurSong->m_BackgroundChanges;
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for( i=0; i<aBackgroundChanges.size(); i++ )
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DrawBGChangeText( aBackgroundChanges[i].m_fStartBeat, aBackgroundChanges[i].m_sBGName );
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{
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if(aBackgroundChanges[i].m_fStartBeat >= fFirstBeatToDraw &&
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aBackgroundChanges[i].m_fStartBeat <= fLastBeatToDraw)
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DrawBGChangeText( aBackgroundChanges[i].m_fStartBeat, aBackgroundChanges[i].m_sBGName );
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}
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//
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// Draw marker bars
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