double render_delay = 0.0;
uint32_t palette_address;
uint16_t palette[16];
+ int all_white = 0;
#ifdef HAVE_OVR
int eye;
#endif
* if no item list is available, for legacy rendering
*/
#ifdef HAVE_OVR
- rc = render_all_items((config_amiga_speed) ? 1.0 : frame_time, 1);
+ if (all_white)
+ rc = render_all_white(1);
+ else
+ rc = render_all_items((config_amiga_speed) ? 1.0 : frame_time, 1);
#else
- rc = render_all_items((config_amiga_speed) ? 1.0 : frame_time, 0);
+ if (all_white)
+ rc = render_all_white(0);
+ else
+ rc = render_all_items((config_amiga_speed) ? 1.0 : frame_time, 0);
#endif
if (rc)
goto goto_legacy;
/* transfer benson without game view
* because we only got benson refreshed during VBL IRQ
*/
- emul_video(image, memory, palette, IMAGE_WIDTH, IMAGE_HEIGHT, IMAGE_DIWSTART, chipreg, BENSON_AT_LINE, IMAGE_HEIGHT, double_pixel_size);
+ all_white = emul_video(image, memory, palette, IMAGE_WIDTH, IMAGE_HEIGHT, IMAGE_DIWSTART, chipreg, BENSON_AT_LINE, IMAGE_HEIGHT, double_pixel_size);
/* render sound to sound buffer
* buffer pointer read and write is atomic, so no locking required!
*/