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author | Torbjörn Andersson | 2004-01-13 10:27:13 +0000 |
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committer | Torbjörn Andersson | 2004-01-13 10:27:13 +0000 |
commit | 13481b82c45247656b2c453f9e753db9501e4a58 (patch) | |
tree | 5a91cb1973cfce49d6ec431cd4d6dadef81f3e53 | |
parent | 8a66ba33cf44600ccc4e2a3267359d2ac952c586 (diff) | |
download | scummvm-rg350-13481b82c45247656b2c453f9e753db9501e4a58.tar.gz scummvm-rg350-13481b82c45247656b2c453f9e753db9501e4a58.tar.bz2 scummvm-rg350-13481b82c45247656b2c453f9e753db9501e4a58.zip |
As an experiment, I've added a delay of 0 milliseconds when drawing
interpolation frames. It shouldn't delay anything, but I'm hoping it will
allow the other threads some breathing room, which might help bug #875683.
Or not. We'll see.
svn-id: r12357
-rw-r--r-- | sword2/driver/render.cpp | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/sword2/driver/render.cpp b/sword2/driver/render.cpp index 5252453004..048f1dc85e 100644 --- a/sword2/driver/render.cpp +++ b/sword2/driver/render.cpp @@ -660,6 +660,11 @@ bool Graphics::endRenderCycle(void) { if (_scrollX != _scrollXOld || _scrollY != _scrollYOld) setNeedFullRedraw(); + // This shouldn't delay anything, but might possibly allow the + // backend to give the other threads some breathing space, which could + // conceivably help against bug #875683. + _vm->_system->delay_msecs(0); + return false; } |