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authoryinsimei2017-06-01 17:37:11 +0200
committerEugene Sandulenko2017-07-13 18:27:45 +0200
commit733e758fcb16b824742450fe0d2a003abb977729 (patch)
tree540d8c54c75d24e62495df985bb10f052b4751e2
parentcd42e483ded980b66b5dad230418915140cfdd00 (diff)
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SLUDGE: move backdrop display code to backdrop.cpp
-rw-r--r--engines/sludge/backdrop.cpp4
-rw-r--r--engines/sludge/main_loop.cpp4
-rw-r--r--engines/sludge/sludger.cpp9
3 files changed, 10 insertions, 7 deletions
diff --git a/engines/sludge/backdrop.cpp b/engines/sludge/backdrop.cpp
index a6cf71f407..bd087766c9 100644
--- a/engines/sludge/backdrop.cpp
+++ b/engines/sludge/backdrop.cpp
@@ -536,6 +536,10 @@ inline int sortOutPCamera(int cX, int fX, int sceneMax, int boxMax) {
}
void drawBackDrop() {
+ g_system->copyRectToScreen(backdropSurface.getPixels(),
+ backdropSurface.pitch, 0, 0, backdropSurface.w,
+ backdropSurface.h);
+ g_system->updateScreen();
#if 0
setPrimaryColor(1.0, 1.0, 1.0, 1.0);
diff --git a/engines/sludge/main_loop.cpp b/engines/sludge/main_loop.cpp
index 2c4648b26c..55e2fc6f6d 100644
--- a/engines/sludge/main_loop.cpp
+++ b/engines/sludge/main_loop.cpp
@@ -479,10 +479,6 @@ int main_loop(char *filename)
walkAllPeople();
handleInput();
sludgeDisplay();
- g_system->copyRectToScreen(backdropSurface.getPixels(),
- backdropSurface.pitch, 0, 0, backdropSurface.w,
- backdropSurface.h);
- g_system->updateScreen();
g_system->delayMillis(100);
#if 0
Wait_Frame();
diff --git a/engines/sludge/sludger.cpp b/engines/sludge/sludger.cpp
index 7fe21192e4..f44cbbcbbf 100644
--- a/engines/sludge/sludger.cpp
+++ b/engines/sludge/sludger.cpp
@@ -702,19 +702,22 @@ void sludgeDisplay() {
// glClearColor(0.5, 0.5, 1.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear The Screen
glDepthMask(GL_FALSE);
-
+#endif
drawBackDrop();// Draw the room
drawZBuffer(cameraX, cameraY, false);
-
+#if 0
glEnable(GL_DEPTH_TEST);
+#endif
drawPeople();// Then add any moving characters...
+#if 0
glDisable(GL_DEPTH_TEST);
+#endif
viewSpeech();// ...and anything being said
drawStatusBar();
displayCursor();
if (brightnessLevel < 255) fixBrightness();// This is for transitionLevel special effects
-
+#if 0
glFlush();
#if !defined(HAVE_GLES2)
SDL_GL_SwapBuffers();