disable throttling when frameskip is 0 in windows, so you can sort of fast forward, or test how fast the emu is running. also revert a couple hacks in oglrender which I do think cause a net glitch count increase

This commit is contained in:
zeromus 2009-01-31 05:20:06 +00:00
parent 19f9cd36fc
commit 36e1fee5fe
2 changed files with 7 additions and 6 deletions

View File

@ -197,7 +197,7 @@ static ALIGN(16) u8 GPU_screen3D [256*192*4];
static const unsigned short map3d_cull[4] = {GL_FRONT_AND_BACK, GL_FRONT, GL_BACK, 0}; static const unsigned short map3d_cull[4] = {GL_FRONT_AND_BACK, GL_FRONT, GL_BACK, 0};
static const int texEnv[4] = { GL_MODULATE, GL_DECAL, GL_MODULATE, GL_MODULATE }; static const int texEnv[4] = { GL_MODULATE, GL_DECAL, GL_MODULATE, GL_MODULATE };
static const int depthFunc[2] = { /*GL_LESS*/GL_LEQUAL, GL_EQUAL }; static const int depthFunc[2] = { GL_LESS, GL_EQUAL };
static bool needRefreshFramebuffer = false; static bool needRefreshFramebuffer = false;
static unsigned char texMAP[1024*2048*4]; static unsigned char texMAP[1024*2048*4];
static unsigned int textureMode=TEXMODE_NONE; static unsigned int textureMode=TEXMODE_NONE;
@ -1122,8 +1122,8 @@ static void BeginRenderPoly()
setTexture(textureFormat, texturePalette); setTexture(textureFormat, texturePalette);
// if(isTranslucent) if(isTranslucent)
// enableDepthWrite = alphaDepthWrite; enableDepthWrite = alphaDepthWrite;
//handle shadow polys //handle shadow polys
if(envMode == 3) if(envMode == 3)

View File

@ -1027,6 +1027,7 @@ DWORD WINAPI run()
NDS_SkipFrame(true); NDS_SkipFrame(true);
} }
if(frameskiprate != 0)
while(SpeedThrottle()) while(SpeedThrottle())
{ {
} }