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Use SDL_LowerBlitScaled() rather than SDL_BlitScaled()
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@ -11,6 +11,10 @@
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#include "lspglob.h" // for IOPage
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#include "display.h" // for CURSORHEIGHT, DisplayRegion68k
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/* if SDLRENDERING is defined, render to a texture rather than
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* using the window surface
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*/
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#define SDLRENDERING 1
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static SDL_Window *sdl_window = NULL;
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@ -563,7 +567,7 @@ void sdl_update_display() {
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s.w = r.w * sdl_pixelscale;
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s.h = r.h * sdl_pixelscale;
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sdl_bitblt_to_buffer(r.x, r.y, r.w, r.h);
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SDL_BlitScaled(sdl_buffersurface, &r, sdl_windowsurface, &s);
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SDL_LowerBlitScaled(sdl_buffersurface, &r, sdl_windowsurface, &s);
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SDL_UpdateWindowSurfaceRects(sdl_window, &s, 1);
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}
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}
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