commit 42445b60eda121966524c4533d070c56f69e1844
Author: Fabian Greffrath <fabian@greffrath.com>
AuthorDate: Tue Mar 17 08:28:33 2015 +0100
Commit: Fabian Greffrath <fabian@greffrath.com>
CommitDate: Tue Mar 17 08:28:33 2015 +0100
Use SDL_LowerBlit() instead of SDL_BlitSurface().
Rectangle validation and clipping isn't necessary.
https://github.com/bradharding/doomretro/commit/d743c0572fd6f92438d27da352e69aeaf7d6eec2
---
src/i_video.c | 3 ++-
1 file changed, 2 insertions(+), 1 deletion(-)
diff --git a/src/i_video.c b/src/i_video.c
index ba5acc46..af409ba6 100644
--- a/src/i_video.c
+++ b/src/i_video.c
@@ -1103,7 +1103,8 @@ void I_FinishUpdate (void)
// Blit from the fake 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, &screenbuffer->clip_rect,
+ rgbabuffer, &rgbabuffer->clip_rect);
// Update the texture with the content of the 32-bit RGBA buffer