ref: 42445b60eda121966524c4533d070c56f69e1844
parent: 0bdb203dc87a45b85f1fbe5651fc40e5b286cb02
author: Fabian Greffrath <[email protected]>
date: Tue Mar 17 04:28:33 EDT 2015
Use SDL_LowerBlit() instead of SDL_BlitSurface(). Rectangle validation and clipping isn't necessary. https://github.com/bradharding/doomretro/commit/d743c0572fd6f92438d27da352e69aeaf7d6eec2
--- a/src/i_video.c
+++ b/src/i_video.c
@@ -1103,7 +1103,8 @@
// Blit from the fake 8-bit screen buffer to the intermediate
// 32-bit RGBA buffer that we can load into the texture
- SDL_BlitSurface(screenbuffer, NULL, rgbabuffer, NULL);
+ SDL_LowerBlit(screenbuffer, &screenbuffer->clip_rect,
+ rgbabuffer, &rgbabuffer->clip_rect);
// Update the texture with the content of the 32-bit RGBA buffer