ref: d04bd946490b611552c7d7baa2d42f8817caa32c
parent: 2b34cf7965df65eff6742ed0e1a0b0f37200c189
author: Clownacy <[email protected]>
date: Mon Jan 20 18:53:41 EST 2020
Use SDL_TICKS_PASSED for frame-limiting This probably works-around overflow
--- a/src/Draw.cpp
+++ b/src/Draw.cpp
@@ -63,13 +63,13 @@
// Framerate limiter
timeNow = SDL_GetTicks();
- if (timeNow >= timePrev + FRAMERATE)
+ if (SDL_TICKS_PASSED(timeNow, timePrev + FRAMERATE))
break;
SDL_Delay(1);
}
- if (timeNow >= timePrev + 100)
+ if (SDL_TICKS_PASSED(timeNow, timePrev + 100))
timePrev = timeNow; // If the timer is freakishly out of sync, panic and reset it, instead of spamming frames for who-knows how long
else
timePrev += FRAMERATE;