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author | Johannes Schickel | 2012-06-13 05:06:58 +0200 |
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committer | Johannes Schickel | 2012-06-13 05:06:58 +0200 |
commit | 09ea48978a80e5148be74a7a5ffb2ff099e74ad7 (patch) | |
tree | e7cca101d290dd20bd3a6bb1741c780a9647607a | |
parent | d99eb1e6141ba6dc33ca9f600267d4787a67db48 (diff) | |
download | scummvm-rg350-09ea48978a80e5148be74a7a5ffb2ff099e74ad7.tar.gz scummvm-rg350-09ea48978a80e5148be74a7a5ffb2ff099e74ad7.tar.bz2 scummvm-rg350-09ea48978a80e5148be74a7a5ffb2ff099e74ad7.zip |
COMMON: Remove traces of overlay scale from the OSystem documentation.
-rw-r--r-- | common/system.h | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/common/system.h b/common/system.h index 60c0e0f8ef..97205846cb 100644 --- a/common/system.h +++ b/common/system.h @@ -380,15 +380,15 @@ public: * * * The next layer is the overlay. It is composed over the game - * graphics. By default, it has exactly the same size and - * resolution as the game graphics. However, client code can - * specify an overlay scale (as an additional parameter to - * initSize()). This is meant to increase the resolution of the - * overlay while keeping its size the same as that of the game - * graphics. For example, if the overlay scale is 2, and the game - * graphics have a resolution of 320x200; then the overlay shall - * have a resolution of 640x400, but it still has the same - * physical size as the game graphics. + * graphics. Historically the overlay size had always been a + * multiple of the game resolution, for example when the game + * resolution was 320x200 and the user selected a 2x scaler and did + * not enable aspect ratio correction it had a size of 640x400. + * An exception was the aspect ratio correction, which did allow + * for non multiples of the vertical resolution of the game screen. + * Nowadays the overlay size does not need to have any relation to + * the game resolution though, for example the overlay resolution + * might be the same as the physical screen resolution. * The overlay is forced to a 16bpp mode right now. * * Finally, there is the mouse layer. This layer doesn't have to |