Change message from 'using nolimit mode is discouraged' to 'nolimit mode is pointless - it wastefully renders frames that you don't even see'

tired of people telling others that they should be playing in nolimit mode
This commit is contained in:
UnknownShadow200 2020-07-14 11:37:25 +10:00
parent 24e37d0658
commit d7299b12fd
3 changed files with 3 additions and 3 deletions

View File

@ -29,7 +29,7 @@ void AxisLinesRenderer_Render(void) {
Vec3 coords[5], pos; Vec3 coords[5], pos;
int i, count; int i, count;
if (!AxisLinesRenderer_Enabled || Gfx.LostContext) return; if (!AxisLinesRenderer_Enabled) return;
/* Don't do it in a ContextRecreated handler, because we only want VB recreated if ShowAxisLines in on. */ /* Don't do it in a ContextRecreated handler, because we only want VB recreated if ShowAxisLines in on. */
if (!axisLines_vb) { if (!axisLines_vb) {
axisLines_vb = Gfx_CreateDynamicVb(VERTEX_FORMAT_COLOURED, AXISLINES_NUM_VERTICES); axisLines_vb = Gfx_CreateDynamicVb(VERTEX_FORMAT_COLOURED, AXISLINES_NUM_VERTICES);

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@ -2560,7 +2560,7 @@ void GraphicsOptionsScreen_Show(void) {
"&eVSync: &fNumber of frames rendered is at most the monitor's refresh rate.\n" \ "&eVSync: &fNumber of frames rendered is at most the monitor's refresh rate.\n" \
"&e30/60/120/144 FPS: &fRenders 30/60/120/144 frames at most each second.\n" \ "&e30/60/120/144 FPS: &fRenders 30/60/120/144 frames at most each second.\n" \
"&eNoLimit: &fRenders as many frames as possible each second.\n" \ "&eNoLimit: &fRenders as many frames as possible each second.\n" \
"&cUsing NoLimit mode is discouraged."; "&cNoLimit is pointless - it wastefully renders frames that you don't even see!";
extDescs[3] = "&cNote: &eSmooth lighting is still experimental and can heavily reduce performance."; extDescs[3] = "&cNote: &eSmooth lighting is still experimental and can heavily reduce performance.";
extDescs[4] = \ extDescs[4] = \
"&eNone: &fNo names of players are drawn.\n" \ "&eNone: &fNo names of players are drawn.\n" \

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@ -171,7 +171,7 @@ void Selections_Render(void) {
struct VertexColoured* data; struct VertexColoured* data;
Vec3 cameraPos; Vec3 cameraPos;
int i, count; int i, count;
if (!selections_count || Gfx.LostContext) return; if (!selections_count) return;
/* TODO: Proper selection box sorting. But this is very difficult because /* TODO: Proper selection box sorting. But this is very difficult because
we can have boxes within boxes, intersecting boxes, etc. Probably not worth it. */ we can have boxes within boxes, intersecting boxes, etc. Probably not worth it. */