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authorMax Horn2004-09-28 15:40:39 +0000
committerMax Horn2004-09-28 15:40:39 +0000
commit3f803aa88115d6d6edf5512a614389e6a6ea4593 (patch)
tree19f83b0d36fca078a948f6860b5e9f9f0bbab4ef /scumm/gfx.h
parent3ef93e9e54925d6e586c70c7302991aa39a127db (diff)
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NEWS/TODO update; update smooth scrolling comment
svn-id: r15324
Diffstat (limited to 'scumm/gfx.h')
-rw-r--r--scumm/gfx.h26
1 files changed, 10 insertions, 16 deletions
diff --git a/scumm/gfx.h b/scumm/gfx.h
index 2477e1b7de..ba5d1179af 100644
--- a/scumm/gfx.h
+++ b/scumm/gfx.h
@@ -295,23 +295,17 @@ public:
};
-// If you want to try buggy hacked smooth scrolling support in The Dig, enable
-// the following preprocessor flag by uncommenting it.
-//
-// Note: This is purely experimental, NOT WORKING COMPLETLY and very buggy.
-// Please do not make reports about problems with it - this is only in CVS
-// to get it fixed and so that really interested parties can experiment it.
-// It is NOT FIT FOR GENERAL USAGE! You have been warned.
-//
-// Doing this correctly will be complicated. Basically, with smooth scrolling,
-// the virtual screen strips don't match the display screen strips. Hence we
-// either have to draw partial strips (but that'd be rather cumbersome). Or the
-// alternative (and IMHO more elegant) solution is to simply use a screen pitch
-// that is 8 pixel wider than the real screen width, and always draw one strip
-// more than needed to the backbuf. This will still require quite some code to
-// be changed but should otherwise be relatively easy to understand, and using
-// VirtScreen::pitch will actually clean up the code.
+// We now have mostly working smooth scrolling code in place for V7+ games
+// (i.e. The Dig, Full Throttle and COMI). It seems to work very well so far.
+// One area which still may need some work are the AKOS codecs (except for
+// codec 1, which I already updated): their masking code may need adjustments,
+// similar to the treatment codec 1 received.
//
+// To understand how we achieve smooth scrolling, first note that with it, the
+// virtual screen strips don't match the display screen strips anymore. To
+// overcome that problem, we simply use a screen pitch that is 8 pixel wider
+// than the actual screen width, and always draw one strip more than needed to
+// the backbuf (of course we have to treat the right border seperately). This
#define V7_SMOOTH_SCROLLING_HACK