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Exception filling tab LWM.DeepStorage.ITab_DeepStorage_Inventory: System.NullReferenceException: Object reference not set to an instance of an object | |
at RimWorld.Building_Vent.get_Graphic () [0x00000] in <551170a781914f71badd2d338cb18879>:0 | |
at Verse.Widgets.ThingIcon (UnityEngine.Rect rect, Verse.Thing thing, System.Single alpha) [0x00182] in <551170a781914f71badd2d338cb18879>:0 | |
at LWM.DeepStorage.ITab_DeepStorage_Inventory.DrawThingRow (System.Single& y, System.Single width, Verse.Thing thing) [0x001bd] in <ab13c44132f1454996bcdaad0c58e6df>:0 | |
at LWM.DeepStorage.ITab_DeepStorage_Inventory.FillTab () [0x001f2] in <ab13c44132f1454996bcdaad0c58e6df>:0 | |
at Verse.InspectTabBase+<>c__DisplayClass14_0.<DoTabGUI>b__0 () [0x00039] in <551170a781914f71badd2d338cb18879>:0 | |
Verse.Log:Error(String, Boolean) | |
Verse.Log:ErrorOnce(String, Int32, Boolean) | |
Verse.<>c__DisplayClass14_0:<DoTabGUI>b__0() | |
Verse.ImmediateWindow:DoWindowContents(Rect) |
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-- most of this is not needed fo the download, but this code keeps the app running even when there is an error | |
-- when an error happens, this code offers the option to update the files through the server | |
-- start at line 200 if you only want the file download service | |
function run() | |
if love.math then | |
love.math.setRandomSeed(os.time()) | |
end |
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local packer = {} | |
function packer:new(w,h) | |
local new = setmetatable({},{__index = self}) | |
new.x = 0 | |
new.y = 0 | |
new.w = w | |
new.h = h | |
return new | |
end |
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I'm working on an isometric game wich will have multiple images as texture atlas. | |
My problem: Since I have 'buildings' on more than one spritebatch which could overlap, I get the problem that I have to draw SpriteBatch A | |
then Spritebatch B because the builduing is on image 2 and then SpriteBatchC and so on. I would have to switch the SpriteBatch for only one | |
Quad sometimes. | |
My question: would it be more efficient to have one imageData where I always just paste the different tiles I need into (every few ticks) | |
and use this imageData as Image for a SpriteBatch? This would reduce the draw calls to one most of the time and I would not have to switch | |
SpriteBatches for one Quad |
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*.swp |