Use SDL_DOUBLEBUF in all SDL_SetVideoMode() calls, and don't force 16 bits.
By forcing 16 bits for full screen mode, performs drops dramatically on displays where SDL has to do conversion.
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@ -184,7 +184,7 @@ void initSystem()
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SDL_WM_SetIcon(loadImage("gfx/alienDevice.png"), NULL);
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if (currentGame.fullScreen)
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graphics.screen = SDL_SetVideoMode(800, 600, 16, SDL_DOUBLEBUF|SDL_HWPALETTE|SDL_FULLSCREEN);
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graphics.screen = SDL_SetVideoMode(800, 600, 0, SDL_DOUBLEBUF|SDL_HWPALETTE|SDL_FULLSCREEN);
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else
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graphics.screen = SDL_SetVideoMode(800, 600, 0, SDL_DOUBLEBUF|SDL_HWPALETTE);
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@ -428,7 +428,7 @@ void showOptions(SDL_Surface *optionsSurface)
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#if LINUX
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SDL_WM_ToggleFullScreen(graphics.screen);
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#else
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graphics.screen = SDL_SetVideoMode(800, 600, 16, SDL_HWSURFACE|SDL_HWPALETTE|SDL_FULLSCREEN);
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graphics.screen = SDL_SetVideoMode(800, 600, 0, SDL_DOUBLEBUF|SDL_HWSURFACE|SDL_HWPALETTE|SDL_FULLSCREEN);
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graphics.drawBackground();
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flushBuffer();
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#endif
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@ -443,7 +443,7 @@ void showOptions(SDL_Surface *optionsSurface)
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#if LINUX
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SDL_WM_ToggleFullScreen(graphics.screen);
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#else
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graphics.screen = SDL_SetVideoMode(800, 600, 0, SDL_HWSURFACE|SDL_HWPALETTE);
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graphics.screen = SDL_SetVideoMode(800, 600, 0, SDL_DOUBLEBUF|SDL_HWSURFACE|SDL_HWPALETTE);
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graphics.drawBackground();
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flushBuffer();
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#endif
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@ -414,9 +414,9 @@ int doTitle()
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SDL_WM_ToggleFullScreen(graphics.screen);
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#else
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if (currentGame.fullScreen)
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graphics.screen = SDL_SetVideoMode(800, 600, 16, SDL_HWSURFACE|SDL_HWPALETTE|SDL_FULLSCREEN);
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graphics.screen = SDL_SetVideoMode(800, 600, 0, SDL_DOUBLEBUF|SDL_HWSURFACE|SDL_HWPALETTE|SDL_FULLSCREEN);
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else
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graphics.screen = SDL_SetVideoMode(800, 600, 0, SDL_HWSURFACE|SDL_HWPALETTE);
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graphics.screen = SDL_SetVideoMode(800, 600, 0, SDL_DOUBLEBUF|SDL_HWSURFACE|SDL_HWPALETTE);
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graphics.drawBackground();
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flushBuffer();
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