Panning the scene view no longer redraws the whole scene
A middle-mouse pan used to run the full redraw on every frame. It collected every object from the project, cleared and redrew every shape, re-sorted all children and made Pixi re-upload every buffer, although only the camera had moved. The user saw the frame rate drop while panning. - WorldViewport gets moveCamera(). When zoom and view size are unchanged it only moves the world and redraws the overlays drawn in screen pixels. collectFrame, the shape redraw and the re-sort drop out of a pan frame. - Every full redraw remembers the box each object is culled by. A pan that moves an object across the edge of the view still takes the full redraw, so objects appear and vanish as before. - Grid, selection outlines, rays and the container origin mark move into a shared drawOnScreen hook. It runs after every full redraw and after every pan. The parent links stay in afterItems because they are drawn in world units. - Wheel zoom keeps the full redraw, because line widths follow the zoom. A cache for collectFrame was left out: it would save about 1 ms and risk stale data. - debugInfo() reports redraws and cameraMoves, and __gm gets a hook that forces a full redraw, so a check can compare against it. Findings: - Chrome already coalesces mouse moves to one per frame (500 moves gave 183 redraws in 189 frames). A throttle was tried and removed again, because its counter-check did not fail. - A check in module 03 compared the whole gameInfo() object and broke on the new counters. It now compares camera, objects and rendering. - The stall without ?vsync most likely comes from the desynchronized context in src/main.ts. It cannot be reproduced headless. Tests: - Measured on Jump and Run, main-thread time per frame, 3 runs of 240 moves: pan 5.7-7.4 ms before, 3.8-4.8 ms after. Plain mouse moves stay at 2.1-2.4 ms. 208 of 240 moves took the fast path. - ./check.sh: 141 files, 2080 tests, exit 0. - GM_STEPS=1-16,29,42,43: 535 checks, 1 failed (the module 03 test above). After the fix GM_STEPS=1-5: all passed, 130 checks. - 3 new e2e checks in 5d: 12 pan steps give 12 camera moves and 0 full redraws, pixel rows after the pan match a fresh redraw, a box panned out of view and back is drawn again. - Counter-checks: overlays not redrawn on pan gives "3 of 3 rows differ". Edge test disabled keeps the box visible with 0 redraws. - Check total 1285 (1282 confirmed by CI task 229, plus 3). Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -42,19 +42,15 @@ export class ContainerCanvas extends SceneViewport {
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return false;
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}
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protected override beforeItems(): void {
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super.beforeItems();
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this.originMark.clear();
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}
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/**
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* The origin, marked because it carries meaning here: it is the point the container is held by
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* when placed, so where the content sits relative to it is the thing being authored.
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*/
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protected override afterItems(items: DrawItem[], view: View): void {
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super.afterItems(items, view);
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protected override drawOnScreen(items: DrawItem[], view: View): void {
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super.drawOnScreen(items, view);
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const at = worldToScreen(view, 0, 0);
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this.originMark
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.clear()
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.moveTo(at.x - ORIGIN_ARM, at.y)
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.lineTo(at.x + ORIGIN_ARM, at.y)
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.moveTo(at.x, at.y - ORIGIN_ARM)
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@@ -276,6 +276,8 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
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return null;
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},
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viewportInfo: () => viewport.debugInfo(),
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/** A full redraw of the Scene tab – what a pan, which only moves the camera, is compared with. */
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viewportRedraw: () => viewport.redraw(),
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/** Where a dragged asset would land in the Scene tab, and why not when it may not. */
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dropPreview: () => viewport.dropInfo(),
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/** The panel-to-view drag in flight, if any – a drop that never started looks like a refused one. */
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@@ -104,7 +104,7 @@ export abstract class FreeViewport extends WorldViewport {
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const { zoom } = this.view;
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this.view.x = this.panning.viewX - (e.global.x - this.panning.startX) / zoom;
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this.view.y = this.panning.viewY - (e.global.y - this.panning.startY) / zoom;
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this.redraw();
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this.moveCamera();
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return true;
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}
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@@ -84,7 +84,7 @@ export class GameViewport extends WorldViewport {
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}
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/** `camera`: object id of the camera the view is through, empty when none is switched on. */
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override debugInfo(): { rendering: boolean; visibleItems: number; camera: string } {
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override debugInfo(): ReturnType<WorldViewport['debugInfo']> & { camera: string } {
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return { ...super.debugInfo(), camera: this.activeCamera()?.id ?? '' };
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}
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@@ -731,18 +731,20 @@ export class SceneViewport extends FreeViewport {
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this.state.select(objectSelection(holder.id, ids));
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}
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protected override beforeItems(): void {
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this.syncGrid();
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this.gizmos.clear();
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}
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/** The selection outlines currently drawn (test hook). */
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gizmoInfo(): GizmoInfo[] {
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return this.lastGizmos;
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}
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/** The links are in world units, so a pan leaves them where they are. */
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protected override afterItems(items: DrawItem[], view: View): void {
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this.drawParentLinks(items, view.scale);
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}
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/** Grid, outlines and rays are drawn in screen pixels: these follow every pan. */
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protected override drawOnScreen(items: DrawItem[], view: View): void {
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this.syncGrid();
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this.gizmos.clear();
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this.drawGizmos(items, view);
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this.drawRays(view);
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}
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@@ -61,6 +61,20 @@ export abstract class WorldViewport extends Widget {
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private visibleCount = 0;
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private animated = false;
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protected lastItems: DrawItem[] = [];
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/**
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* What the last full redraw was drawn for: its zoom and view size, and per object node the box
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* it is culled by (`null`: never culled, a particle source). What `moveCamera` needs to tell
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* whether a pan changes anything but where the world sits.
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*/
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private drawn: {
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scale: number;
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w: number;
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h: number;
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culled: { node: Graphics; extent: Extent | null }[];
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} | null = null;
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/** Full redraws and camera-only moves since start (test hook). */
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private redraws = 0;
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private cameraMoves = 0;
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private readonly stopFiles: (() => void)[];
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protected constructor(protected readonly state: EditorState) {
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@@ -123,8 +137,49 @@ export abstract class WorldViewport extends Widget {
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protected onItemPointerDown(_objectId: string, _e: FederatedPointerEvent): void {}
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debugInfo(): { rendering: boolean; visibleItems: number } {
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return { rendering: this.currentView() !== null, visibleItems: this.visibleCount };
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/** Screen-space drawing that follows the camera, redrawn after a full redraw and after a pan. */
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protected drawOnScreen(_items: DrawItem[], _view: View): void {}
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debugInfo(): { rendering: boolean; visibleItems: number; redraws: number; cameraMoves: number } {
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return {
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rendering: this.currentView() !== null,
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visibleItems: this.visibleCount,
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redraws: this.redraws,
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cameraMoves: this.cameraMoves,
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};
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}
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/**
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* The camera moved and nothing else did – a pan. Zoom and size are the same, so every node is
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* drawn as it was; only the world's position and the screen-space overlays follow. Anything
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* else, or an object crossing the edge of the view, takes the full redraw: a pan frame used to
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* collect, redraw and re-upload every shape for nothing.
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*/
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protected moveCamera(): void {
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const view = this.currentView();
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const drawn = this.drawn;
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if (!view || !drawn || view.scale !== drawn.scale || view.rect.w !== drawn.w || view.rect.h !== drawn.h) {
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this.redraw();
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return;
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}
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const bounds = worldBounds(view);
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for (const { node, extent } of drawn.culled)
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if ((extent === null || rectsIntersect(extent, bounds)) !== node.visible) {
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this.redraw();
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return;
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}
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this.cameraMoves++;
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this.placeWorld(view);
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this.drawOnScreen(this.lastItems, view);
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}
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private placeWorld(view: View): void {
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const { rect } = view;
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this.world.position.set(
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rect.x + rect.w / 2 - view.x * view.scale,
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rect.y + rect.h / 2 - view.y * view.scale,
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);
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this.world.scale.set(view.scale);
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}
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/**
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@@ -219,21 +274,20 @@ export abstract class WorldViewport extends Widget {
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this.content.visible = view !== null;
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this.visibleCount = 0;
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this.animated = false;
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this.drawn = null;
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if (!view) return;
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this.redraws++;
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const { items, background } = this.collectFrame();
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this.lastItems = items;
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const { rect } = view;
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if (this.paintsBackground()) this.bg.rect(rect.x, rect.y, rect.w, rect.h).fill(background);
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this.contentMask.rect(rect.x, rect.y, rect.w, rect.h).fill(0xffffff);
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this.world.position.set(
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rect.x + rect.w / 2 - view.x * view.scale,
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rect.y + rect.h / 2 - view.y * view.scale,
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);
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this.world.scale.set(view.scale);
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this.placeWorld(view);
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const bounds = worldBounds(view);
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const shaders = shaderLibrary.source(this.state.project);
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const culled: { node: Graphics; extent: Extent | null }[] = [];
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const seen = new Set<string>();
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for (const item of items) {
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@@ -254,6 +308,7 @@ export abstract class WorldViewport extends Widget {
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(isSymbolType(item.type) ? this.overlay : this.objects).addChild(node);
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}
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node.visible = onScreen;
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if (item.enabled) culled.push({ node, extent: item.type === 'particles' ? null : extent });
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node.eventMode = this.itemsInteractive && onScreen ? 'static' : 'none';
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this.syncDecorations(item, onScreen, view.scale, extent);
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this.syncText(item, onScreen, view.scale);
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@@ -265,6 +320,8 @@ export abstract class WorldViewport extends Widget {
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drawItem(node, item, size, view.scale * scaleOf(placementOf(item.type, item.m)));
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}
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this.afterItems(items, view);
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this.drawOnScreen(items, view);
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this.drawn = { scale: view.scale, w: rect.w, h: rect.h, culled };
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for (const [id, node] of this.nodes) {
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if (seen.has(id)) continue;
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this.texts.get(id)?.destroy();
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