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).

This commit is contained in:
Glenn Maynard
2005-07-19 23:22:50 +00:00
parent dcc3e1e588
commit de950a3190
+6 -6
View File
@@ -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();
}
}