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Only push the video surface to a texture immediately when the app does SDL_Flip() or SDL_UpdateRect(0,0,0,0). If it looks like dirty rectangle rendering, only push when we're in a PumpEvents that's close to 60Hz, under the assumption that the app isn't in the middle of rendering if they're pumping the event queue, and that updates to the texture faster than the refresh rate aren't seen anyhow. This lets things that render a little in response to every mouse event, like TuxPaint, run at reasonable speeds and still look correct. This probably needs to not hardcode for 60Hz, but get the actual refresh rate from SDL2.
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