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Remove zone block split on color change.
While this makes the collapsed block color variation nonexistent, it also enables proper optimization of rendering.
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@ -2247,8 +2247,6 @@ int View::DrawZoneLevel( const Vector<ZoneEvent*>& vec, bool hover, double pxns,
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{
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{
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++it;
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++it;
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if( it == zitend ) break;
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if( it == zitend ) break;
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auto& srcloc2 = GetSourceLocation( (*it)->srcloc );
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if( srcloc.color != srcloc2.color ) break;
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const auto nend = GetZoneEnd( **it );
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const auto nend = GetZoneEnd( **it );
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const auto pxnext = ( nend - m_zvStart ) * pxns;
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const auto pxnext = ( nend - m_zvStart ) * pxns;
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if( pxnext - px1 >= MinVisSize * 2 ) break;
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if( pxnext - px1 >= MinVisSize * 2 ) break;
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@ -2445,8 +2443,6 @@ int View::DrawGpuZoneLevel( const Vector<GpuEvent*>& vec, bool hover, double pxn
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{
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{
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++it;
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++it;
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if( it == zitend ) break;
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if( it == zitend ) break;
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auto& srcloc2 = GetSourceLocation( (*it)->srcloc );
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if( srcloc.color != srcloc2.color ) break;
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const auto nend = GetZoneEnd( **it );
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const auto nend = GetZoneEnd( **it );
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const auto pxnext = ( nend - m_zvStart ) * pxns;
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const auto pxnext = ( nend - m_zvStart ) * pxns;
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if( pxnext - px1 >= MinVisSize * 2 ) break;
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if( pxnext - px1 >= MinVisSize * 2 ) break;
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