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authorTravis Howell2002-10-25 03:13:56 +0000
committerTravis Howell2002-10-25 03:13:56 +0000
commit2cbfd74e2d63f0ef7261fc2a6d9d97440e72682f (patch)
tree33b889b5e309c791e3443fe4ee6b69d8535a2534 /backends
parent45b12bc28605cdd3f9c583bb20ed97e5f5304c48 (diff)
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Add more OpenGL updates, patch #628356
svn-id: r5307
Diffstat (limited to 'backends')
-rw-r--r--backends/sdl/sdl_gl.cpp22
1 files changed, 18 insertions, 4 deletions
diff --git a/backends/sdl/sdl_gl.cpp b/backends/sdl/sdl_gl.cpp
index d930e435cd..2fd551a1a0 100644
--- a/backends/sdl/sdl_gl.cpp
+++ b/backends/sdl/sdl_gl.cpp
@@ -55,6 +55,8 @@ public:
protected:
FB2GL fb2gl;
+ SDL_Surface *glEnd; // Black rectangle at end of the GL screen
+ SDL_Rect blackrect2; // Needed for blitting the above surface
typedef void ScalerProc(uint8 *srcPtr, uint32 srcPitch, uint8 *deltaPtr,
uint8 *dstPtr, uint32 dstPitch, int width, int height);
@@ -255,6 +257,19 @@ void OSystem_SDL_Normal::load_gfx_mode() {
fb2gl.screen->format->Bmask,
fb2gl.screen->format->Amask);
+ glEnd = SDL_CreateRGBSurface(SDL_SWSURFACE, _screenWidth,
+ // 320x256 texture (black end)
+ 256-_screenHeight-_screenStart,
+ 16,
+ fb2gl.screen->format->Rmask,
+ fb2gl.screen->format->Gmask,
+ fb2gl.screen->format->Bmask,
+ fb2gl.screen->format->Amask);
+
+ blackrect2.x = 0;
+ blackrect2.y = 0;
+ blackrect2.w = _screenWidth;
+ blackrect2.h = 256-_screenHeight-_screenStart;
if (sdl_tmpscreen == NULL)
error("sdl_tmpscreen failed");
@@ -286,7 +301,6 @@ 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) {
@@ -347,9 +361,9 @@ void OSystem_SDL_Normal::update_screen() {
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);
+
+ SDL_FillRect(glEnd, &blackrect2, 0);
+ fb2gl.blit16(glEnd,1,&blackrect2,0,_screenHeight+_screenStart);
fb2gl.display();
}