X-Git-Url: https://git.artsoft.org/?a=blobdiff_plain;f=src%2Flibgame%2Fsystem.h;h=86dc01ac0ab0c6ac995fa8fc7595ffee8b632337;hb=fdd2829c52e8f4ec204e089b5d35ed5aef50e4e6;hp=2ced42237ae2ec6e1aff6448fcfb6a97441e0d1d;hpb=4dad971280a07058d01449d5e6db2b036470015d;p=rocksndiamonds.git diff --git a/src/libgame/system.h b/src/libgame/system.h index 2ced4223..86dc01ac 100644 --- a/src/libgame/system.h +++ b/src/libgame/system.h @@ -311,11 +311,6 @@ REDRAW_MICROLEVEL) #define REDRAW_FPS (1 << 11) -/* on modern graphics systems and when using the SDL target, the old tile redraw - optimization can slow things down a lot due to many small blits compared to - one single playfield-sized blit (especially observed on Mac OS X with SDL) */ -#define REDRAWTILES_THRESHOLD 0 - #define IN_GFX_FIELD_PLAY(x, y) (x >= gfx.sx && x < gfx.sx + gfx.sxsize && \ y >= gfx.sy && y < gfx.sy + gfx.sysize) #define IN_GFX_FIELD_FULL(x, y) (x >= gfx.real_sx && \ @@ -978,7 +973,6 @@ struct SetupInfo boolean scroll_delay; boolean scroll_delay_value; char *engine_snapshot_mode; - boolean soft_scrolling; boolean fade_screens; boolean autorecord; boolean show_titlescreen;