Enabling vsync.
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9b04988cfa
commit
825c768fab
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@ -49,7 +49,7 @@ inline int display_init(void)
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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}
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}
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if(!SDL_SetRenderVSync(game.display.renderer, SDL_RENDERER_VSYNC_ADAPTIVE))
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if(!SDL_SetRenderVSync(game.display.renderer, 1))
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{
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{
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error_printf("Failed to activate adaptative vsync : %s", SDL_GetError());
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error_printf("Failed to activate adaptative vsync : %s", SDL_GetError());
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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@ -46,13 +46,13 @@ inline int display_init(void)
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error_printf("Failed to create renderer : %s", SDL_GetError());
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error_printf("Failed to create renderer : %s", SDL_GetError());
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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}
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}
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/*
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if(!SDL_SetRenderVSync(game.display.renderer, SDL_RENDERER_VSYNC_ADAPTIVE))
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if(!SDL_SetRenderVSync(game.display.renderer, 1))
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{
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{
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error_printf("Failed to activate adaptative vsync : %s", SDL_GetError());
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error_printf("Failed to activate adaptative vsync : %s", SDL_GetError());
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return EXIT_FAILURE;
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return EXIT_FAILURE;
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}
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}
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*/
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if(!SDL_SetRenderDrawBlendMode(game.display.renderer, SDL_BLENDMODE_BLEND))
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if(!SDL_SetRenderDrawBlendMode(game.display.renderer, SDL_BLENDMODE_BLEND))
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{
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{
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error_printf("Failed to set renderer draw blend mode : %s", SDL_GetError());
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error_printf("Failed to set renderer draw blend mode : %s", SDL_GetError());
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