[Commits] [wesnoth/wesnoth] 2b30ff: Refactor calls to CVideo::flip()
GitHub
noreply at github.com
Sun Mar 27 23:24:32 UTC 2016
Branch: refs/heads/renderpath_redo
Home: https://github.com/wesnoth/wesnoth
Commit: 2b30ffc15b09677bd016e7aae6bbbd0a49ebc0e8
https://github.com/wesnoth/wesnoth/commit/2b30ffc15b09677bd016e7aae6bbbd0a49ebc0e8
Author: Andreas Löf <andreas at alternating.net>
Date: 2016-03-28 (Mon, 28 Mar 2016)
Changed paths:
M src/about.cpp
M src/construct_dialog.cpp
M src/controller_base.cpp
M src/dialogs.cpp
M src/editor/controller/editor_controller.cpp
M src/events.cpp
M src/events.hpp
M src/game_initialization/multiplayer.cpp
M src/generators/default_map_generator.cpp
M src/gui/core/event/handler.cpp
M src/gui/widgets/window.cpp
M src/help/help.cpp
M src/hotkey/hotkey_preferences_display.cpp
M src/intro.cpp
M src/loadscreen.cpp
M src/loadscreen.hpp
M src/play_controller.cpp
M src/storyscreen/render.cpp
M src/wesnoth.cpp
Log Message:
-----------
Refactor calls to CVideo::flip()
This adds a timer in the SDL event queue that fires every 20ms in order to add a draw event into the queue. After the draw event has been processed by all listener, a call to CVideo::flip() is made. All other calls to CVideo::flip() have been removed.
This is the first step towards simplifying the rendering path and making sure the screen is in a consistent state when the flip() call is made. Having the screen in a consistent state will resolve flickering.
This incidentially also fixes resizing in load screens by always blanking them and doing a full re-render.
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