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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/function.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/function.cpp')
-rw-r--r-- | sword2/function.cpp | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/sword2/function.cpp b/sword2/function.cpp index e9ca24ba4f..3dd6a4cb7c 100644 --- a/sword2/function.cpp +++ b/sword2/function.cpp @@ -623,7 +623,6 @@ int32 Logic::fnPlayCredits(int32 *params) { bool foundStartLine = false; _vm->_graphics->clearScene(); - _vm->_graphics->setNeedFullRedraw(); for (i = startLine; i < lineCount; i++) { // Free any sprites that have scrolled off the screen |