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author | Torbjörn Andersson | 2004-01-04 15:11:30 +0000 |
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committer | Torbjörn Andersson | 2004-01-04 15:11:30 +0000 |
commit | 8a91ae32575128897c3e8be44992a2444034cd3f (patch) | |
tree | 2e206b5b4bbec2c21ddac3748bdffcaaf9fe0bb3 /sword2/controls.cpp | |
parent | 5607f41e2d842bb753a51105e474a06cb6668f6b (diff) | |
download | scummvm-rg350-8a91ae32575128897c3e8be44992a2444034cd3f.tar.gz scummvm-rg350-8a91ae32575128897c3e8be44992a2444034cd3f.tar.bz2 scummvm-rg350-8a91ae32575128897c3e8be44992a2444034cd3f.zip |
Adapted LavosSpawn's idea for more efficient screen updating. It still
renders the entire screen every frame, but it tries to update (i.e. copy to
the backend) only the parts of the screen that actually changed. At least
approximately so.
svn-id: r12142
Diffstat (limited to 'sword2/controls.cpp')
-rw-r--r-- | sword2/controls.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/sword2/controls.cpp b/sword2/controls.cpp index f06977b0dd..68ce63e2bd 100644 --- a/sword2/controls.cpp +++ b/sword2/controls.cpp @@ -283,7 +283,7 @@ int Dialog::run() { while (!_finish) { // So that the menu icons will reach their full size _gui->_vm->_graphics->processMenu(); - _gui->_vm->_graphics->updateDisplay(); + _gui->_vm->_graphics->updateDisplay(false); int16 newMouseX = _gui->_vm->_input->_mouseX; int16 newMouseY = _gui->_vm->_input->_mouseY + 40; |