diff --git a/src/main.c b/src/main.c
index 475d951..eba2dc4 100644
--- a/src/main.c
+++ b/src/main.c
@@ -322,7 +322,6 @@ static void update_all(void) {
   if(dt > MINIMUM_FPS) {
     Vec2 pos;
     vect_csetmin(&pos, 10., (double)(gl_screen.h-40));
-    gl_print(NULL, &pos, "FPS is really low! Skipping frames.");
     SDL_GL_SwapBuffers();
     return;
   }
@@ -365,6 +364,6 @@ static void display_fps(const double dt) {
   Vec2 pos;
   vect_csetmin(&pos, 10., (double)(gl_screen.h-20));
   if(show_fps)
-    gl_print(NULL, &pos, "%3.2f", fps);
+    gl_print(NULL, &pos, NULL, "%3.2f", fps);
 }
 
diff --git a/src/opengl.c b/src/opengl.c
index 4ab05e9..882cbcd 100644
--- a/src/opengl.c
+++ b/src/opengl.c
@@ -331,8 +331,8 @@ void gl_getSpriteFromDir(int* x, int* y, const gl_texture* t, const double dir)
 // Blit the sprite at given position.
 void gl_blitSprite(const gl_texture* sprite, const Vec2* pos, const int sx, const int sy, const glColor* c) {
   // Don't bother drawing if offscreen -- waste of cycles.
-  if(fabs(VX(*pos) -VX(*gl_camera)) > gl_screen.w / 2 + sprite->sw / 2 ||
-        fabs(VY(*pos) -VY(*gl_camera)) > gl_screen.h / 2 + sprite->sh / 2)
+  if(fabs(VX(*pos) -VX(*gl_camera)+gui_xoff) > gl_screen.w / 2 + sprite->sw / 2 ||
+        fabs(VY(*pos) -VY(*gl_camera)+gui_yoff) > gl_screen.h / 2 + sprite->sh / 2)
     return;
 
   glEnable(GL_TEXTURE_2D);