Warn if using software OpenGL, sound driver now falls back to WaveOut by default

This commit is contained in:
Chris Danford
2003-01-19 21:51:46 +00:00
parent a851b03677
commit e2a91a79a9
8 changed files with 55 additions and 30 deletions
+19 -20
View File
@@ -87,27 +87,26 @@ void ScreenManager::Update( float fDeltaTime )
EmptyDeleteQueue();
// Update all windows in the stack
for( unsigned i=0; i<m_ScreenStack.size(); i++ ) {
/* Screens take some time to load. If we don't do this, then screens
* receive an initial update that includes all of the time they spent
* loading, which will chop off their tweens.
*
* We don't want to simply cap update times; for example, the stage
* screen sets a 4 second timer, preps the gameplay screen, and then
* displays the prepped screen after the timer runs out; this lets the
* load time be masked (as long as the load takes less than 4 seconds).
* If we cap that large update delta from the screen load, the update
* to load the new screen will come after 4 seconds plus the load time.
*
* So, let's just drop the first update for every screen.
*/
if( m_ScreenStack[i]->IsFirstUpdate() )
m_ScreenStack[i]->Update( 0 );
else
m_ScreenStack[i]->Update( fDeltaTime );
}
// Only update the topmost screen on the stack.
/* Screens take some time to load. If we don't do this, then screens
* receive an initial update that includes all of the time they spent
* loading, which will chop off their tweens.
*
* We don't want to simply cap update times; for example, the stage
* screen sets a 4 second timer, preps the gameplay screen, and then
* displays the prepped screen after the timer runs out; this lets the
* load time be masked (as long as the load takes less than 4 seconds).
* If we cap that large update delta from the screen load, the update
* to load the new screen will come after 4 seconds plus the load time.
*
* So, let's just drop the first update for every screen.
*/
Screen* pScreen = m_ScreenStack[m_ScreenStack.size()-1];
if( pScreen->IsFirstUpdate() )
pScreen->Update( 0 );
else
pScreen->Update( fDeltaTime );
}