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authorTorbjörn Andersson2004-01-14 10:58:09 +0000
committerTorbjörn Andersson2004-01-14 10:58:09 +0000
commitf75c122b941d6240cc57721b6f81f7a351cd476e (patch)
tree4b6c2b07f2d5606c72532d5bf4e754e7aadcd8df /sword2
parentd295d8bc210ac01b2863a256e76a590f444d2927 (diff)
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Increased the delay I added to interpolation frames from 0 to 10. This will
probably make the scrolling less smooth (I don't yet know how much), but it does seem to fix bug #875683. svn-id: r12381
Diffstat (limited to 'sword2')
-rw-r--r--sword2/driver/render.cpp10
1 files changed, 6 insertions, 4 deletions
diff --git a/sword2/driver/render.cpp b/sword2/driver/render.cpp
index 1b13d8302e..fed1e0ed28 100644
--- a/sword2/driver/render.cpp
+++ b/sword2/driver/render.cpp
@@ -661,10 +661,12 @@ bool Graphics::endRenderCycle(void) {
if (_scrollX != _scrollXOld || _scrollY != _scrollYOld)
setNeedFullRedraw();
- // This shouldn't delay anything, but might possibly allow the
- // backend to give the other threads some breathing space, which could
- // conceivably help against bug #875683.
- _vm->_system->delay_msecs(0);
+#ifdef LIMIT_FRAME_RATE
+ // Give the other threads some breathing space. This apparently helps
+ // against bug #875683, though I was never able to reproduce it for
+ // myself.
+ _vm->_system->delay_msecs(10);
+#endif
return false;
}