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authorBjørn Lindeijer <bjorn@lindeijer.nl>2009-04-13 20:25:02 +0200
committerBjørn Lindeijer <bjorn@lindeijer.nl>2009-04-13 20:25:02 +0200
commit627e1bc7eee5b821d29b2161dec4991cae7bf9c0 (patch)
tree5f42f5dcdec6113f631b8e17088fee8ef9b2c390 /src/game.cpp
parentceff9177ea052c9e398fc9f337cf5320deba14ed (diff)
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Revert forced FPS limit
Don't force an FPS limit when people don't want it. Just default to limit on 60 fps instead, but do allow it to be disabled. This reverts part of commit 4b7755fcae0de15951c508ec034158007c8b6cf3.
Diffstat (limited to 'src/game.cpp')
-rw-r--r--src/game.cpp8
1 files changed, 2 insertions, 6 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 7873d7db..750725db 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -456,13 +456,9 @@ static bool saveScreenshot()
void Game::optionChanged(const std::string &name)
{
- int fpsLimit = (int) config.getValue("fpslimit", 0);
+ int fpsLimit = (int) config.getValue("fpslimit", 60);
- // Calculate new minimum frame time. If one isn't set, use 60 FPS.
- // (1000 / 60 is 16.66) Since the client can go well above the refresh
- // rates for monitors now in OpenGL mode, this cutoff is done to help
- // conserve on CPU time.
- mMinFrameTime = fpsLimit ? 1000 / fpsLimit : 16;
+ mMinFrameTime = fpsLimit ? 1000 / fpsLimit : 0;
// Reset draw time to current time
mDrawTime = tick_time * 10;