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author | Torbjörn Andersson | 2005-10-14 15:15:52 +0000 |
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committer | Torbjörn Andersson | 2005-10-14 15:15:52 +0000 |
commit | 80fd4fe088ce9f4945008840be77a2b1ddb92ce5 (patch) | |
tree | 6761b49bf6edd4e3ae5ea322825145dadd87fd1b | |
parent | dcb2372e23d58f700f25764429f148ddd5d8f73b (diff) | |
download | scummvm-rg350-80fd4fe088ce9f4945008840be77a2b1ddb92ce5.tar.gz scummvm-rg350-80fd4fe088ce9f4945008840be77a2b1ddb92ce5.tar.bz2 scummvm-rg350-80fd4fe088ce9f4945008840be77a2b1ddb92ce5.zip |
Turned on the automatic computation of dirty rects for ITE. It should make
it less of a CPU hog for 0.8.0, but I hope we'll be able to fix it properly
for later versions.
svn-id: r19083
-rw-r--r-- | saga/saga.cpp | 7 |
1 files changed, 7 insertions, 0 deletions
diff --git a/saga/saga.cpp b/saga/saga.cpp index 5a30ff5633..66b47ecbe7 100644 --- a/saga/saga.cpp +++ b/saga/saga.cpp @@ -269,6 +269,13 @@ int SagaEngine::init(GameDetector &detector) { _gfx->initPalette(); + // FIXME: This is the ugly way of reducing redraw overhead. It works + // well for 320x200 but it's unclear how well it will work for + // 640x480. + + if (getGameType() == GType_ITE) + _system->setFeatureState(OSystem::kFeatureAutoComputeDirtyRects, true); + return SUCCESS; } |