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authorTorbjörn Andersson2006-12-14 05:21:19 +0000
committerTorbjörn Andersson2006-12-14 05:21:19 +0000
commit45886ec8ed7ef2244523b05e10a852d9851d772d (patch)
treea9c85c71e486ae3a558260389c18ceec17166f15 /engines/sword1
parent42228fdc361b7c68d6326c2a89131b3bda966a90 (diff)
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When drawing an interlaced frame, only clear every other line instead of the
entire buffer. Introduced a _drawBuffer pointer which points either to _scaledBuffer or _frameBuffer1. That way, we don't need to copy _frameBuffer1 every time we draw an unscaled frame. (Probably the most common case by far.) Adjusted the Broken Sword 1 DXA player for the second change. (It sneakily avoids copying each frame by using _drawBuffer directly.) svn-id: r24846
Diffstat (limited to 'engines/sword1')
-rw-r--r--engines/sword1/animation.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/engines/sword1/animation.cpp b/engines/sword1/animation.cpp
index 498f185f70..afe9a13bd1 100644
--- a/engines/sword1/animation.cpp
+++ b/engines/sword1/animation.cpp
@@ -348,9 +348,9 @@ void MoviePlayerDXA::processFrame(void) {
}
void MoviePlayerDXA::updateScreen(void) {
- // Using _scaledBuffer directly should work, as long as we don't do any
+ // Using _drawBuffer directly should work, as long as we don't do any
// post-processing of the frame.
- _sys->copyRectToScreen(_scaledBuffer, _frameWidth, _frameX, _frameY, _frameWidth, _frameHeight);
+ _sys->copyRectToScreen(_drawBuffer, _frameWidth, _frameX, _frameY, _frameWidth, _frameHeight);
_sys->updateScreen();
}