commit d677f9dcd24d1108927bf422b0cc902152a5a06b
Author: Fabian Greffrath <fabian@greffrath.com>
AuthorDate: Fri Sep 18 08:25:23 2015 +0200
Commit: Fabian Greffrath <fabian@greffrath.com>
CommitDate: Fri Sep 18 08:25:23 2015 +0200
use SDL_LowerBlit() instead of SDL_BlitSurface()
thanks @bradharding for the suggestion
---
src/i_video.c | 9 ++++++++-
1 file changed, 8 insertions(+), 1 deletion(-)
diff --git a/src/i_video.c b/src/i_video.c
index de001a53..435c79a8 100644
--- a/src/i_video.c
+++ b/src/i_video.c
@@ -158,6 +158,13 @@ static SDL_Surface *rgbabuffer = NULL;
static SDL_Texture *texture = NULL;
static SDL_Texture *texture_upscaled = NULL;
+static SDL_Rect blit_rect = {
+ .h = SCREENHEIGHT,
+ .w = SCREENWIDTH,
+ .x = 0,
+ .y = 0,
+};
+
// palette
static SDL_Color palette[256];
@@ -1147,7 +1154,7 @@ void I_FinishUpdate (void)
// Blit from the paletted 8-bit screen buffer to the intermediate
// 32-bit RGBA buffer that we can load into the texture.
- SDL_BlitSurface(screenbuffer, NULL, rgbabuffer, NULL);
+ SDL_LowerBlit(screenbuffer, &blit_rect, rgbabuffer, &blit_rect);
// Update the intermediate texture with the contents of the RGBA buffer.