xsz = FB_WIDTH * fbscale;
ysz = FB_HEIGHT * fbscale;
- fb_width = xsz;
- fb_height = ysz;
+ fb_width = FB_WIDTH;
+ fb_height = FB_HEIGHT;
fb_size = FB_WIDTH * FB_HEIGHT * FB_BPP / 8;
if(!(fb_buf = malloc(fb_size + FB_WIDTH * 4))) {
wait_vsync();
}
+ dbg_fps(pixels);
+
if(SDL_MUSTLOCK(fbsurf)) {
SDL_LockSurface(fbsurf);
}