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author | dhewg | 2011-03-13 15:51:37 +0100 |
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committer | dhewg | 2011-03-13 16:50:47 +0100 |
commit | 2721e287e5bcd1f4d524f869c26156e27f5ba187 (patch) | |
tree | 30e1147d3127acc93eeb02488fbd149bc59fe301 /COPYING | |
parent | a93229cae53bd35b320e72bd5fe794e8dd79c318 (diff) | |
download | scummvm-rg350-2721e287e5bcd1f4d524f869c26156e27f5ba187.tar.gz scummvm-rg350-2721e287e5bcd1f4d524f869c26156e27f5ba187.tar.bz2 scummvm-rg350-2721e287e5bcd1f4d524f869c26156e27f5ba187.zip |
ANDROID: Buffer 16bit texture contents
Same issue as in the last commit: glTexSubImage2D is slow, so cache
all copyRect*() calls in a buffer, and update the dirty rect once
when drawing. Reduces CPU usage on 16bit games significantly.
Also, lockScreen() returns now pixel data for non-CLUT8 games instead
of asserting.
Diffstat (limited to 'COPYING')
0 files changed, 0 insertions, 0 deletions