diff options
Diffstat (limited to 'sword2/build_display.cpp')
-rw-r--r-- | sword2/build_display.cpp | 17 |
1 files changed, 7 insertions, 10 deletions
diff --git a/sword2/build_display.cpp b/sword2/build_display.cpp index d4f9bc54c2..08783c5874 100644 --- a/sword2/build_display.cpp +++ b/sword2/build_display.cpp @@ -157,8 +157,10 @@ void Build_display(void) //Tony21Sept96 //---------------------------------------------------- // clear the back buffer, before building up the new screen // from the back forwards - - EraseBackBuffer(); + + // FIXME: I'm not convinced that this is needed. Isn't + // the whole screen redrawn each time? + // EraseBackBuffer(); //---------------------------------------------------- // first background parallax + related anims @@ -253,7 +255,8 @@ void Build_display(void) //Tony21Sept96 //---------------------------------------------------- // ready - blit to screen - CopyScreenBuffer(); + if (ServiceWindows() == RDERR_APPCLOSED) // if the game is being shut down, drop out + break; //---------------------------------------------------- // update our fps reading @@ -262,7 +265,7 @@ void Build_display(void) //Tony21Sept96 if (SVM_timeGetTime() > cycleTime) { fps = frameCount; - debug(2, "FPS: %d", fps); + debug(0, "FPS: %d", fps); frameCount = 0; cycleTime = SVM_timeGetTime()+1000; } @@ -270,17 +273,11 @@ void Build_display(void) //Tony21Sept96 // check if we've got time to render the screen again this cycle // (so drivers can smooth out the scrolling in between normal game cycles) - // FIXME: If we have already reached the scroll target, - // we should sleep for the rest of the render cycle. - EndRenderCycle(&end); if (end) // if we haven't got time to render again this cycle, drop out of 'render cycle' while-loop break; - if (ServiceWindows() == RDERR_APPCLOSED) // if the game is being shut down, drop out - break; - //---------------------------------------------------- } // END OF RENDER CYCLE |