+Uint32 mainSurfaceFlags;
+//int16 * backbuffer;
+uint32 * backbuffer;
+
+#if SDL_BYTEORDER == SDL_BIG_ENDIAN
+ #define RMASK 0xFF000000
+ #define GMASK 0x00FF0000
+ #define BMASK 0x0000FF00
+ #define AMASK 0x000000FF
+#else
+ #define RMASK 0x000000FF
+ #define GMASK 0x0000FF00
+ #define BMASK 0x00FF0000
+ #define AMASK 0xFF000000
+#endif
+
+
+// One of the reasons why OpenGL is slower then normal SDL rendering, is because
+// the data is being pumped into the buffer every frame with a overflow as result.
+// So, we going tot render every 1 frame instead of every 0 frame.
+
+// [Shamus] This isn't the case. OpenGL is slower because 60 frames a second is a
+// lot of data to pump through the system. In any case, frameskip is probably
+// a good idea for now, since most systems are probably too slow to run at
+// 60 FPS. But doing so will have some nasty side effects in some games.
+// You have been warned!
+
+int frame_ticker = 0;