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author | Martin Kiewitz | 2009-10-16 11:22:06 +0000 |
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committer | Martin Kiewitz | 2009-10-16 11:22:06 +0000 |
commit | c213032da9483043cf994fe3921e8be35c146dfc (patch) | |
tree | f1d45d60efcc20ff843ed01fe6b4eefae3291595 /engines | |
parent | 08bf02ccf2ae4d81041d9cc1f9ae77b452bdb798 (diff) | |
download | scummvm-rg350-c213032da9483043cf994fe3921e8be35c146dfc.tar.gz scummvm-rg350-c213032da9483043cf994fe3921e8be35c146dfc.tar.bz2 scummvm-rg350-c213032da9483043cf994fe3921e8be35c146dfc.zip |
SCI: insert comment about kq6 issue caused by new speed throttler. theoretically this could go away when reanimate/cel updates are implemented
svn-id: r45160
Diffstat (limited to 'engines')
-rw-r--r-- | engines/sci/engine/kgraphics.cpp | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/engines/sci/engine/kgraphics.cpp b/engines/sci/engine/kgraphics.cpp index fb84a34140..c558a83b1e 100644 --- a/engines/sci/engine/kgraphics.cpp +++ b/engines/sci/engine/kgraphics.cpp @@ -935,6 +935,9 @@ reg_t kAnimate(EngineState *s, int argc, reg_t *argv) { s->_gui->animate(castListReference, cycle, argc, argv); + // FIXME? currenty this speed throttling causes flickering in kq6 (when looking at the box) + // this will get possibly fixed when reanimate and real cel updates within kAnimate are implemented + // Do some speed throttling to calm down games that rely on counting cycles uint32 curTime = g_system->getMillis(); uint32 duration = curTime - s->_lastAnimateTime; |