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Use SDL_LowerBlitScaled() rather than SDL_BlitScaled()

This commit is contained in:
Nick Briggs 2021-12-10 16:35:19 -08:00
parent 7048f7dd8d
commit 376b045c33

View File

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