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author | Gregory Montoir | 2007-01-26 22:07:38 +0000 |
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committer | Gregory Montoir | 2007-01-26 22:07:38 +0000 |
commit | 10e45199c24ce0eb98c41276c21b0ceeb6f1870f (patch) | |
tree | 3d0ed192b83c8c3d41445c0954394bb1995eaa53 | |
parent | 51fd5c8c4b5e7232a18a81456986df4c4e9066bb (diff) | |
download | scummvm-rg350-10e45199c24ce0eb98c41276c21b0ceeb6f1870f.tar.gz scummvm-rg350-10e45199c24ce0eb98c41276c21b0ceeb6f1870f.tar.bz2 scummvm-rg350-10e45199c24ce0eb98c41276c21b0ceeb6f1870f.zip |
updated NutRenderer::drawShadowChar() comment
svn-id: r25210
-rw-r--r-- | engines/scumm/nut_renderer.cpp | 13 |
1 files changed, 8 insertions, 5 deletions
diff --git a/engines/scumm/nut_renderer.cpp b/engines/scumm/nut_renderer.cpp index cc0b632a89..6a78e4dd95 100644 --- a/engines/scumm/nut_renderer.cpp +++ b/engines/scumm/nut_renderer.cpp @@ -294,11 +294,14 @@ void NutRenderer::drawShadowChar(const Graphics::Surface &s, int c, int x, int y return; } - // HACK: we draw the character a total of 7 times: 6 times shifted - // and in black for the shadow, and once in the right color and position. - // This way we achieve the exact look as the original CMI had. However, - // the question remains whether they did it this way, too, or if there is - // some "font shadow" resource we don't know yet. + // We draw the character a total of 7 times: 6 times shifted and in black + // for the shadow, and once in the right color and position. This way we + // achieve the exact look as the original CMI had. + // However, this is not how the original engine handled it. Char glyphs + // were compressed with codec 44. In the decoding routine, transparent + // pixels are skipped. Other pixels are just filled with the decoded color + // which can be equal to 0 (==shadow), 1 (==char color) or another value + // (255, 224) which is just copied as-is in the destination buffer. static const int offsetX[7] = { -1, 0, 1, 0, 1, 2, 0 }; static const int offsetY[7] = { 0, -1, 0, 1, 2, 1, 0 }; |