"RokuNB" wrote:
Depending on hardware, some models re-use a previous frame drawing buffer w/o clearing it - where others start a brand new one (since that's faster for the GPU they have).
FUNCTION drawStuff(gS AS INTEGER, screen, mainRCC, cmpz, cmpz2, hudC, mapC, hitBC1, hitBC2)
IF m.mAA.doLMap THEN updateLMapPlayer() ELSE spriteManage()
checkMonStep(gS)
screen.Clear(&h000000FF)
drawStuffMulti(gS, screen, mainRCC, cmpz, cmpz2, hudC, mapC, hitBC1, hitBC2)
screen.SwapBuffers()
END FUNCTION