A few minor improvements in the SDL TIA handling code.

git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@2856 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
This commit is contained in:
stephena 2014-02-19 21:30:52 +00:00
parent 6c562f49b8
commit ca59c8bd29
2 changed files with 1 additions and 10 deletions

View File

@ -228,7 +228,7 @@ void FBSurfaceUI::update()
//cerr << "src: x=" << mySrc.x << ", y=" << mySrc.y << ", w=" << mySrc.w << ", h=" << mySrc.h << endl;
//cerr << "dst: x=" << myDst.x << ", y=" << myDst.y << ", w=" << myDst.w << ", h=" << myDst.h << endl;
SDL_UpdateTexture(myTexture, NULL, mySurface->pixels, mySurface->pitch);
SDL_UpdateTexture(myTexture, &mySrc, mySurface->pixels, mySurface->pitch);
SDL_RenderCopy(myFB.myRenderer, myTexture, &mySrc, &myDst);
mySurfaceIsDirty = false;

View File

@ -116,15 +116,6 @@ int main(int argc, char* argv[])
return Cleanup();
}
#ifdef BSPF_UNIX
// Nvidia cards under UNIX don't currently support SDL_GL_SWAP_CONTROL
// So we need to do it with an Nvidia-specific environment variable
// This also means the setting can only be changed by restarting Stella
// This functionality should really be integrated into SDL directly
if(theOSystem->settings().getBool("gl_vsync"))
putenv((char*)"__GL_SYNC_TO_VBLANK=1");
#endif
//// Main loop ////
// First we check if a ROM is specified on the commandline. If so, and if
// the ROM actually exists, use it to create a new console.