fix occasional one-frame glitches
This commit is contained in:
@@ -474,8 +474,6 @@ ScreenGameplay::ScreenGameplay()
|
|||||||
for( int i=0; i<30; i++ )
|
for( int i=0; i<30; i++ )
|
||||||
this->SendScreenMessage( ScreenMessage(SM_User+i), i/2.0f ); // Send messages to we can get the introduction rolling
|
this->SendScreenMessage( ScreenMessage(SM_User+i), i/2.0f ); // Send messages to we can get the introduction rolling
|
||||||
}
|
}
|
||||||
|
|
||||||
Update(0);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
ScreenGameplay::~ScreenGameplay()
|
ScreenGameplay::~ScreenGameplay()
|
||||||
|
|||||||
@@ -232,7 +232,12 @@ Screen* ScreenManager::MakeNewScreen( CString sClassName )
|
|||||||
else
|
else
|
||||||
RageException::Throw( "Invalid Screen class name '%s'", sClassName.GetString() );
|
RageException::Throw( "Invalid Screen class name '%s'", sClassName.GetString() );
|
||||||
|
|
||||||
/* That probably took a little while. Let's reset stats. This prevents us
|
/* Give a null update to the new screen. This bumps everything into its
|
||||||
|
* initial tween state, if any, so we don't show stuff at an incorrect
|
||||||
|
* position for a frame. */
|
||||||
|
ret->Update(0);
|
||||||
|
|
||||||
|
/* Loading probably took a little while. Let's reset stats. This prevents us
|
||||||
* from displaying an unnaturally low FPS value, and the next FPS value we
|
* from displaying an unnaturally low FPS value, and the next FPS value we
|
||||||
* display will be accurate, which makes skips in the initial tween-ins more
|
* display will be accurate, which makes skips in the initial tween-ins more
|
||||||
* apparent. */
|
* apparent. */
|
||||||
|
|||||||
Reference in New Issue
Block a user