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authorJohannes Schickel2012-06-13 04:57:55 +0200
committerJohannes Schickel2012-06-13 04:57:55 +0200
commitd99eb1e6141ba6dc33ca9f600267d4787a67db48 (patch)
tree11654c84740d5db7f2c3d249208f0bc96b46c738
parentcebbc11dac77d30fac3be4cc0ebdc6bc059636ef (diff)
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COMMON: Remove last traces of 8bpp overlay support from OSystem docs.
-rw-r--r--common/system.h11
1 files changed, 3 insertions, 8 deletions
diff --git a/common/system.h b/common/system.h
index 976a3d2c4a..60c0e0f8ef 100644
--- a/common/system.h
+++ b/common/system.h
@@ -389,10 +389,7 @@ public:
* 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.
- * The overlay usually uses 16bpp, but on some ports, only 8bpp
- * are availble, so that is supported, too, via a compile time
- * switch (see also the OverlayColor typedef in scummsys.h).
- *
+ * The overlay is forced to a 16bpp mode right now.
*
* Finally, there is the mouse layer. This layer doesn't have to
* actually exist within the backend -- it all depends on how a
@@ -758,13 +755,11 @@ public:
* In order to be able to display dialogs atop the game graphics, backends
* must provide an overlay mode.
*
- * The overlay can be 8 or 16 bpp. Depending on which it is, OverlayColor
- * is 8 or 16 bit.
+ * The overlay is currently forced at 16 bpp.
*
* For 'coolness' we usually want to have an overlay which is blended over
* the game graphics. On backends which support alpha blending, this is
- * no issue; but on other systems (in particular those which only support
- * 8bpp), this needs some trickery.
+ * no issue; but on other systems this needs some trickery.
*
* Essentially, we fake (alpha) blending on these systems by copying the
* current game graphics into the overlay buffer when activating the overlay,