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authoryinsimei2017-06-03 21:10:38 +0200
committerEugene Sandulenko2017-07-13 18:27:45 +0200
commita589fac89527f2aebe8c5685d5f4620fc30b20f1 (patch)
treeec7ba4f78eae939da5938a84f247915ac60b399c /engines/sludge/sludger.cpp
parent30eef2568cc77ae8a5cebf11ea63912fef7d6e2d (diff)
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SLUDGE: fix sprite flickering by using a full screen surface
Diffstat (limited to 'engines/sludge/sludger.cpp')
-rw-r--r--engines/sludge/sludger.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/engines/sludge/sludger.cpp b/engines/sludge/sludger.cpp
index aca52728d5..9f802283dd 100644
--- a/engines/sludge/sludger.cpp
+++ b/engines/sludge/sludger.cpp
@@ -76,6 +76,7 @@ extern char *launchMe;
extern variable *launchResult;
extern bool reallyWantToQuit;
+extern Graphics::Surface renderSurface;
int numBIFNames = 0;
char * *allBIFNames = NULL;
@@ -715,7 +716,8 @@ void sludgeDisplay() {
viewSpeech();// ...and anything being said
drawStatusBar();
displayCursor();
-
+ g_system->copyRectToScreen((byte *)renderSurface.getPixels(), renderSurface.pitch, 0, 0, renderSurface.w, renderSurface.h);
+ g_system->updateScreen();
if (brightnessLevel < 255) fixBrightness();// This is for transitionLevel special effects
#if 0
glFlush();