One open_gl call per tile being viewed unfavourably, where have I heard that before *jogs memory* This old thing,
PRINT_MODE:SHADER. Aimed to offload rendering to GPU.
Now, onto Just TWBT Things....
While doing another update of DragonMaster's set + TWBT for 43.03, I ran into an odd bit (and an issue with backporting unit transparency): My wall/floor grates weren't transparent, ...as they shouldn't have been, looking at
buildings.hpp. However, adding the OVER1 and OVER1_ENABLE line for the two made it seem to work fine (saw the ground/water underneath, at least).
However, I recall mifki mentioned in TWBT next thread that transparency isn't supported for all buildings. Would I assume correctly there's a good reason why I should not to add a transparency override for each of the third of 54 building imports that are not added, other than trade depot?
E: I tried and discovered why it's generally bad idea for like half of them.
Bridge: Any item/building using transparency, below another item using transparency, is not rendered. So you'd have items have black background on top of bridges.
Civzone: Only displayed when one wants to see them. (Though there's argument for seeing what they cover.)
Constructions: Only used briefly, so using up cycles.
Nest, Dirt road, shop, plain window: rare/see above
Floodgate: Covers whole tile
Grates, farm plots, paved roads, water wheels, windmills, gem and glass windows though: Okay, sure, but YMMV: For example, if there's an item on top of windmill's southmost tile, it renders the un-overridden windmill tile (NS wall) if not using transparency, and the ground below if it is.
PS: Regarding map export, made easier with optional name shotname.png parameters for it - Can then do the export with a small script to run it on each/desired z-levels.
@Japa: Feelings, or linux instability Pirate mentions often.