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authorTorbjörn Andersson2004-01-04 15:11:30 +0000
committerTorbjörn Andersson2004-01-04 15:11:30 +0000
commit8a91ae32575128897c3e8be44992a2444034cd3f (patch)
tree2e206b5b4bbec2c21ddac3748bdffcaaf9fe0bb3 /sword2/sword2.cpp
parent5607f41e2d842bb753a51105e474a06cb6668f6b (diff)
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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/sword2.cpp')
-rw-r--r--sword2/sword2.cpp8
1 files changed, 3 insertions, 5 deletions
diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp
index 4c0340950c..c9d66990b3 100644
--- a/sword2/sword2.cpp
+++ b/sword2/sword2.cpp
@@ -327,8 +327,6 @@ void Sword2Engine::go() {
if (_debugger->isAttached())
_debugger->onFrame();
- _graphics->updateDisplay();
-
#ifdef _SWORD2_DEBUG
// FIXME: If we want this, we should re-work it to use the backend's
// screenshot functionality.
@@ -456,10 +454,10 @@ void Sword2Engine::startGame(void) {
void Sword2Engine::sleepUntil(uint32 time) {
while (_system->get_msecs() < time) {
- // Make sure menu animations and fades don't suffer
+ // Make sure menu animations and fades don't suffer, but don't
+ // redraw the entire scene.
_graphics->processMenu();
- _graphics->updateDisplay();
-
+ _graphics->updateDisplay(false);
_system->delay_msecs(10);
}
}