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author | Torbjörn Andersson | 2005-08-10 15:48:50 +0000 |
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committer | Torbjörn Andersson | 2005-08-10 15:48:50 +0000 |
commit | c3f3d9f3f2b3e1ddf9804276cf57a9e009011c02 (patch) | |
tree | 2d8f1ed4962a84c85990dd2a2146c9e7ca18b9f2 /gob/gob.cpp | |
parent | 5f1da785363c2cd313907e4abeed642c6dce4eaf (diff) | |
download | scummvm-rg350-c3f3d9f3f2b3e1ddf9804276cf57a9e009011c02.tar.gz scummvm-rg350-c3f3d9f3f2b3e1ddf9804276cf57a9e009011c02.tar.bz2 scummvm-rg350-c3f3d9f3f2b3e1ddf9804276cf57a9e009011c02.zip |
Made Gobliiins less of a CPU hog by adding some strategic delays and
turning on the screen auto-dirtying - some as Simon uses. It's not perfect
by any means, but it may be good enough for 0.8.0 at least.
svn-id: r18649
Diffstat (limited to 'gob/gob.cpp')
-rw-r--r-- | gob/gob.cpp | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/gob/gob.cpp b/gob/gob.cpp index 275e9d8397..21c1837b6b 100644 --- a/gob/gob.cpp +++ b/gob/gob.cpp @@ -274,6 +274,12 @@ int GobEngine::init(GameDetector &detector) { break; } + // 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. + + g_system->setFeatureState(OSystem::kFeatureAutoComputeDirtyRects, true); + return 0; } |