update 60fps patch
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2982fcdb8e
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685efc81c6
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@ -1890,10 +1890,19 @@ index 0467495..fa4eb33 100644
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using namespace Microsoft::WRL; // For ComPtr
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diff --git a/src/pc/gfx/gfx_sdl2.c b/src/pc/gfx/gfx_sdl2.c
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index a39b76d..3fb1bb1 100644
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index aef2978..ff53b27 100644
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--- a/src/pc/gfx/gfx_sdl2.c
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+++ b/src/pc/gfx/gfx_sdl2.c
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@@ -141,7 +141,7 @@ static inline void gfx_sdl_set_vsync(int mode) {
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@@ -53,7 +53,7 @@ static void (*kb_all_keys_up)(void) = NULL;
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// whether to use timer for frame control
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static bool use_timer = true;
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// time between consequtive game frames
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-static const Uint32 frame_time = 1000 / FRAMERATE;
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+static const Uint32 frame_time = 1000 / (2 * FRAMERATE);
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static Uint32 frame_start = 0;
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const SDL_Scancode windows_scancode_table[] = {
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@@ -142,7 +142,7 @@ static inline void gfx_sdl_set_vsync(int mode) {
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if (mode > 1) {
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// try to detect refresh rate
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SDL_GL_SetSwapInterval(1);
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@ -1902,15 +1911,6 @@ index a39b76d..3fb1bb1 100644
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if (vblanks) {
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printf("determined swap interval: %d\n", vblanks);
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SDL_GL_SetSwapInterval(vblanks);
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@@ -225,7 +225,7 @@ static void gfx_sdl_init(const char *window_title) {
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gfx_sdl_set_fullscreen();
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qpc_freq = SDL_GetPerformanceFrequency();
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- frame_time = qpc_freq / FRAMERATE;
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+ frame_time = qpc_freq / (2 * FRAMERATE);
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for (size_t i = 0; i < sizeof(windows_scancode_table) / sizeof(SDL_Scancode); i++) {
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inverted_scancode_table[windows_scancode_table[i]] = i;
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diff --git a/src/pc/pc_main.c b/src/pc/pc_main.c
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index ed6ee74..63679ad 100644
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--- a/src/pc/pc_main.c
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