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author | Torbjörn Andersson | 2006-12-14 05:21:19 +0000 |
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committer | Torbjörn Andersson | 2006-12-14 05:21:19 +0000 |
commit | 45886ec8ed7ef2244523b05e10a852d9851d772d (patch) | |
tree | a9c85c71e486ae3a558260389c18ceec17166f15 /engines | |
parent | 42228fdc361b7c68d6326c2a89131b3bda966a90 (diff) | |
download | scummvm-rg350-45886ec8ed7ef2244523b05e10a852d9851d772d.tar.gz scummvm-rg350-45886ec8ed7ef2244523b05e10a852d9851d772d.tar.bz2 scummvm-rg350-45886ec8ed7ef2244523b05e10a852d9851d772d.zip |
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')
-rw-r--r-- | engines/sword1/animation.cpp | 4 |
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(); } |