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author | Max Horn | 2004-04-08 23:38:09 +0000 |
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committer | Max Horn | 2004-04-08 23:38:09 +0000 |
commit | 2b94290c9738f3c3988c4b8e00edfab1663516f3 (patch) | |
tree | d54c3464186d3f9966dee516fdbd3568b9304a06 /scumm/nut_renderer.cpp | |
parent | ecf6976890888d329c2762f74abe812545a23c54 (diff) | |
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cleanup
svn-id: r13506
Diffstat (limited to 'scumm/nut_renderer.cpp')
-rw-r--r-- | scumm/nut_renderer.cpp | 2 |
1 files changed, 0 insertions, 2 deletions
diff --git a/scumm/nut_renderer.cpp b/scumm/nut_renderer.cpp index 2bf61d05a9..d99d61f1a0 100644 --- a/scumm/nut_renderer.cpp +++ b/scumm/nut_renderer.cpp @@ -254,8 +254,6 @@ void NutRenderer::drawShadowChar(int c, int x, int y, byte color, bool useMask, // This way we achieve the exact look as the original CMI had. However, // the question remains whether they did it this way, too, or if there is // some "font shadow" resource we don't know yet. - // One problem remains: the fonts on the save/load screen don't have a - // shadow. So how do we know whether to draw text with or without shadow? int offsetX[7] = { -1, 0, 1, 0, 1, 2, 0 }; int offsetY[7] = { 0, -1, 0, 1, 2, 1, 0 }; |