-extern SDL_Surface * surface, * mainSurface;
-extern Uint32 mainSurfaceFlags;
-extern int16 * backbuffer;
-extern SDL_Joystick * joystick;
+//And now, they do! :-)
+SDL_Surface * surface, * mainSurface;
+Uint32 mainSurfaceFlags;
+int16 * backbuffer;
+SDL_Joystick * joystick;
+
+// 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 = vjs.frameSkip;