+ if (vjs.useOpenGL) {
+ // 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 fps instead of every 0 fps.
+ if ( frame_ticker != 0 ) {
+ sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);
+ frame_ticker = 0; // Reset frame_ticker to 0 otherwise we won't get
+ // backrendering "frameskip".
+ } else
+ frame_ticker = frame_ticker + 1;
+ }