- 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;
+ 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 to render every 1 fps instead of every 0 fps.
+ // [Shamus] This is isn't why it's slower--see top of file for explanation... ;-)
+ if (frame_ticker == 0)
+ {
+ sdlemu_draw_texture(mainSurface, surface, 1/*1=GL_QUADS*/);
+ frame_ticker = vjs.frameSkip; // Reset frame_ticker
+ }
+ else
+ frame_ticker--;