Drop generic concurrent rendering. It makes too many things very

complicated, and I don't trust it at a high level: it makes too
many unchecked things concurrent, so I think it will make things
brittle.
This commit is contained in:
Glenn Maynard
2006-11-13 21:04:17 +00:00
parent e7d4ff3495
commit 35fb88e5e5
6 changed files with 11 additions and 104 deletions
+3 -11
View File
@@ -65,7 +65,7 @@ void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
}
else if( SM == SM_BeginFadingOut )
{
if( SCREENMAN->IsConcurrentlyLoading() || m_sprOverlay->GetTweenTimeLeft() )
if( m_sprOverlay->GetTweenTimeLeft() )
return;
/* Clear any other SM_BeginFadingOut messages. */
@@ -84,16 +84,8 @@ void ScreenStage::Update( float fDeltaTime )
{
if( this->IsFirstUpdate() )
{
if( SCREENMAN->ConcurrentlyPrepareScreen(GetNextScreen(), SM_BeginFadingOut) )
{
/* Continue when both the screen finishes loading and the tween finishes. */
this->PostScreenMessage( SM_BeginFadingOut, m_sprOverlay->GetTweenTimeLeft() );
}
else
{
/* Prep the new screen once m_In is complete. */
this->PostScreenMessage( SM_PrepScreen, m_sprOverlay->GetTweenTimeLeft() );
}
/* Prep the new screen once m_In is complete. */
this->PostScreenMessage( SM_PrepScreen, m_sprOverlay->GetTweenTimeLeft() );
}
Screen::Update( fDeltaTime );