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authorJohannes Schickel2012-06-13 05:06:58 +0200
committerJohannes Schickel2012-06-13 05:06:58 +0200
commit09ea48978a80e5148be74a7a5ffb2ff099e74ad7 (patch)
treee7cca101d290dd20bd3a6bb1741c780a9647607a
parentd99eb1e6141ba6dc33ca9f600267d4787a67db48 (diff)
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COMMON: Remove traces of overlay scale from the OSystem documentation.
-rw-r--r--common/system.h18
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