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author | Torbjörn Andersson | 2003-08-29 06:42:34 +0000 |
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committer | Torbjörn Andersson | 2003-08-29 06:42:34 +0000 |
commit | ed698cb63591963d0eb73c8dee69b95951bd476b (patch) | |
tree | 6ac37b00bd91f63ace2bfd20c39d3a91844b516c /sword2/driver/sprite.cpp | |
parent | d900ea66bdac3f6e4cbda41e085a4665f26a79b1 (diff) | |
download | scummvm-rg350-ed698cb63591963d0eb73c8dee69b95951bd476b.tar.gz scummvm-rg350-ed698cb63591963d0eb73c8dee69b95951bd476b.tar.bz2 scummvm-rg350-ed698cb63591963d0eb73c8dee69b95951bd476b.zip |
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.cpp | 4 |
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(); /* |