From de950a3190a2c588e5d7265864c85bd008793bde Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Tue, 19 Jul 2005 23:22:50 +0000 Subject: [PATCH] We call ZeroNextUpdate when we know we have a frame skip, and we're deliberately masking it by clamping the first update. Reset FPS stats when we do that, not after creating a screen (which might be concurrent). --- stepmania/src/ScreenManager.cpp | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/stepmania/src/ScreenManager.cpp b/stepmania/src/ScreenManager.cpp index 019396350d..82e7d57997 100644 --- a/stepmania/src/ScreenManager.cpp +++ b/stepmania/src/ScreenManager.cpp @@ -324,12 +324,6 @@ Screen* ScreenManager::MakeNewScreen( const CString &sScreenName ) Screen* ret = MakeNewScreenInternal( sScreenName ); - /* 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 - * display will be accurate, which makes skips in the initial tween-ins more - * apparent. */ - DISPLAY->ResetStats(); - return ret; } @@ -612,6 +606,12 @@ void ScreenManager::ZeroNextUpdate() { LOG->Trace("ScreenManager::ZeroNextUpdate"); m_bZeroNextUpdate = true; + + /* 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 + * display will be accurate, which makes skips in the initial tween-ins more + * apparent. */ + DISPLAY->ResetStats(); } }