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-rw-r--r--main.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/main.cpp b/main.cpp
index 0be7256..f4a0005 100644
--- a/main.cpp
+++ b/main.cpp
@@ -325,7 +325,7 @@ int main(int argc, char *argv[]){
*/
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
- //SDL_GL_SetSwapInterval(0);
+ SDL_GL_SetSwapInterval(0);
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
@@ -461,16 +461,18 @@ void mainLoop(void){
if(!currentTime) // Initialize currentTime if it hasn't been
currentTime=millis();
+ if(!prevTime){
+ prevTime=currentTime;
+ }
/*
* Update timing values. This is crucial to calling logic and updating the window (basically
* the entire game).
*/
- prevTime = currentTime;
currentTime = millis();
deltaTime = currentTime - prevTime;
-
+ prevTime = currentTime;
if(currentMenu)goto MENU;
@@ -487,7 +489,6 @@ void mainLoop(void){
currentWorld->bgmPlay(prev);
ui::dialogBoxExists = false;
}
-
if(prevPrevTime + MSEC_PER_TICK <= currentTime){
//pool.Enqueue(logic);
logic();
@@ -588,7 +589,7 @@ void render(){
glPushMatrix();
glLoadIdentity();
// glOrtho((offset.x-SCREEN_WIDTH/2),(offset.x+SCREEN_WIDTH/2),(offset.y-SCREEN_HEIGHT/2),(offset.y+SCREEN_HEIGHT/2),-1,1);
- glOrtho(floor(offset.x-SCREEN_WIDTH/2),floor(offset.x+SCREEN_WIDTH/2),floor(offset.y-SCREEN_HEIGHT/2),floor(offset.y+SCREEN_HEIGHT/2),-1,1);
+ glOrtho(floor(offset.x-SCREEN_WIDTH/2),floor(offset.x+SCREEN_WIDTH/2),floor(offset.y-SCREEN_HEIGHT/2),floor(offset.y+SCREEN_HEIGHT/2),20,-20);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
@@ -604,8 +605,8 @@ void render(){
* GL_COLOR_BUFFER_BIT allows the matrices to have color on them
*/
- glPushAttrib( GL_DEPTH_BUFFER_BIT | GL_LIGHTING_BIT );
- glClear(GL_COLOR_BUFFER_BIT);
+ glPushAttrib( GL_DEPTH_BUFFER_BIT);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
/**************************
**** RENDER STUFF HERE ****
@@ -636,7 +637,6 @@ void render(){
if(ui::mouse.x > player->loc.x && ui::mouse.y < player->loc.y+player->height/2 && handAngle <= 0)
handAngle = 360 + handAngle;
-
/*
* Draw the player's inventory.
*/