Modified rendering to use a hand managed volatile image as a back buffer
instead of using a buffer strategy. This will shortly be extended to support more efficient scrolling as well. git-svn-id: svn+ssh://src.earth.threerings.net/narya/trunk@1021 542714f4-19e9-0310-aa3c-eee0fc999fb1
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@@ -1,5 +1,5 @@
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//
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// $Id: AnimationManager.java,v 1.6 2002/02/18 06:05:59 mdb Exp $
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// $Id: AnimationManager.java,v 1.7 2002/02/19 01:23:56 mdb Exp $
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package com.threerings.media.animation;
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@@ -294,15 +294,11 @@ public class AnimationManager
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// that this will also clear out the contents of our internal
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// dirty rectangle list.
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List rects = mergeDirtyRects(_dirty);
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int rcount = rects.size();
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// invalidate screen-rects dirtied by sprites and/or animations
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if (rcount > 0 || _scrollvel > 0) {
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// pass the dirty-rects on to the scene view
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_view.invalidateRects(rects);
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// refresh the display
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_view.paintImmediately(rcount);
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if (rects.size() > 0 || _scrollvel > 0) {
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// pass the dirty-rects on to the animated view and repaint
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_view.paintImmediately(rects);
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}
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// remove any finished animations
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@@ -316,6 +312,7 @@ public class AnimationManager
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// request for at least one more tick since we started
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// this tick, so we want to queue up another tick
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// immediately
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// Log.info("Queueing immediate tick.");
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queueTick();
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}
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}
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