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author | Max Horn | 2004-09-28 15:40:39 +0000 |
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committer | Max Horn | 2004-09-28 15:40:39 +0000 |
commit | 3f803aa88115d6d6edf5512a614389e6a6ea4593 (patch) | |
tree | 19f83b0d36fca078a948f6860b5e9f9f0bbab4ef /scumm/gfx.h | |
parent | 3ef93e9e54925d6e586c70c7302991aa39a127db (diff) | |
download | scummvm-rg350-3f803aa88115d6d6edf5512a614389e6a6ea4593.tar.gz scummvm-rg350-3f803aa88115d6d6edf5512a614389e6a6ea4593.tar.bz2 scummvm-rg350-3f803aa88115d6d6edf5512a614389e6a6ea4593.zip |
NEWS/TODO update; update smooth scrolling comment
svn-id: r15324
Diffstat (limited to 'scumm/gfx.h')
-rw-r--r-- | scumm/gfx.h | 26 |
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 |