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authorTravis Howell2002-10-24 11:01:19 +0000
committerTravis Howell2002-10-24 11:01:19 +0000
commit968c1c5e79513618a0e82fa9de783f8e692b5d11 (patch)
treef9b4d59895a6ea03d2d46b9b11ce3aef32521076
parent68fada397e6818ac7c9d6f75fa2fbb5a92532104 (diff)
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Add more OpenGL updates, patch #627510
svn-id: r5301
-rw-r--r--backends/sdl/sdl_gl.cpp17
1 files changed, 12 insertions, 5 deletions
diff --git a/backends/sdl/sdl_gl.cpp b/backends/sdl/sdl_gl.cpp
index f44f8e503b..d930e435cd 100644
--- a/backends/sdl/sdl_gl.cpp
+++ b/backends/sdl/sdl_gl.cpp
@@ -31,7 +31,7 @@ int glGetColorTable(int, int, int, void *) { return 0; }
#endif
#include "fb2opengl.h"
-int _screenStart = 30;
+int _screenStart = 20;
class OSystem_SDL_Normal : public OSystem_SDL_Common {
public:
@@ -237,7 +237,7 @@ void OSystem_SDL_Normal::load_gfx_mode() {
int gl_flags = FB2GL_320 | FB2GL_RGBA | FB2GL_EXPAND;
if (_full_screen) gl_flags |= (FB2GL_FS);
// 640x480 screen resolution
- fb2gl.init(640,480,0,_screenStart? 0: 70,gl_flags);
+ fb2gl.init(640,480,0,_screenStart? 15: 70,gl_flags);
SDL_SetGamma(1.25,1.25,1.25);
@@ -286,6 +286,7 @@ void OSystem_SDL_Normal::unload_gfx_mode() {
}
void OSystem_SDL_Normal::update_screen() {
+ SDL_Rect blackrect2 = {0, _screenStart, _screenWidth, 15};
// If the shake position changed, fill the dirty area with blackness
if (_currentShakePos != _newShakePos) {
@@ -335,8 +336,8 @@ void OSystem_SDL_Normal::update_screen() {
SDL_Rect dst;
for(r = _dirty_rect_list; r != last_rect; ++r) {
dst = *r;
- dst.x++; // Shift rect by one since 2xSai needs to acces the data around
- dst.y++; // any pixel to scale it, and we want to avoid mem access crashes.
+// dst.x++; // Shift rect by one since 2xSai needs to acces the data around
+// dst.y++; // any pixel to scale it, and we want to avoid mem access crashes.
if (SDL_BlitSurface(_screen, r, sdl_tmpscreen, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
}
@@ -345,6 +346,11 @@ void OSystem_SDL_Normal::update_screen() {
// Almost the same thing as SDL_UpdateRects
fb2gl.blit16(sdl_tmpscreen,_num_dirty_rects,_dirty_rect_list,0,
_currentShakePos+_screenStart);
+
+
+ SDL_FillRect(sdl_tmpscreen, &blackrect2, 0);
+ fb2gl.blit16(sdl_tmpscreen,1,&blackrect2,0,_screenHeight);
+
fb2gl.display();
}
@@ -426,7 +432,8 @@ void OSystem_SDL_Normal::clear_overlay()
// Clear the overlay by making the game screen "look through" everywhere.
SDL_Rect src, dst;
src.x = src.y = 0;
- dst.x = dst.y = 1;
+// dst.x = dst.y = 1;
+ dst.x = dst.y = 0;
src.w = dst.w = _screenWidth;
src.h = dst.h = _screenHeight;
if (SDL_BlitSurface(_screen, &src, sdl_tmpscreen, &dst) != 0)