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authorTorbjörn Andersson2003-08-29 06:42:34 +0000
committerTorbjörn Andersson2003-08-29 06:42:34 +0000
commited698cb63591963d0eb73c8dee69b95951bd476b (patch)
tree6ac37b00bd91f63ace2bfd20c39d3a91844b516c /sword2/driver/sprite.cpp
parentd900ea66bdac3f6e4cbda41e085a4665f26a79b1 (diff)
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Added some code to stop producing interpolation frames if the scene has
already reached its scroll target. This keeps BS2 from using all available CPU time all of the time. It may still be that we need a mechanism for throttling the frame rate when the scene is moving towards a scroll target, but my computer isn't really fast enough to test that. Two other bugs fixed in the process: * I think the last frame of the render cycle was rendered, but not displayed. If so, that should be fixed now. * I discovered that there are cases where we do need to clear the screen (e.g. at the "Meanwhile..." message when George has found out about the Glease Gallery), so I've re-enabled the function and disabled it in the render cycle. svn-id: r9904
Diffstat (limited to 'sword2/driver/sprite.cpp')
-rw-r--r--sword2/driver/sprite.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/sword2/driver/sprite.cpp b/sword2/driver/sprite.cpp
index 5054a6c782..9542956f92 100644
--- a/sword2/driver/sprite.cpp
+++ b/sword2/driver/sprite.cpp
@@ -265,6 +265,7 @@
#include "render.h"
#include "menu.h"
#include "palette.h"
+#include "rdwin.h"
#if PROFILING == 1
@@ -1330,6 +1331,8 @@ int32 DrawSurface(_spriteInfo *s, uint8 *surface) {
free(sprite);
// UploadRect(&rd);
+ SetNeedRedraw();
+
return 0;
}
@@ -1621,6 +1624,7 @@ int32 DrawSprite(_spriteInfo *s) {
free(sprite);
// UploadRect(&rd);
+ SetNeedRedraw();
/*