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authorTorbjörn Andersson2003-08-28 06:36:15 +0000
committerTorbjörn Andersson2003-08-28 06:36:15 +0000
commitf7ce39763e36af527d85683b47ff18ea2e534174 (patch)
treed943c4e564ca308feb4118696457ce2830eb4f1e /scumm
parent76df5a2733d7fd4b1d1e78d800649aa4c3e1e773 (diff)
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Removed the Surface class in favor of small struct specially made for the
block surfaces. (A block surface is a 64x64 tile of a parallax layer.) I've also done a few things to try and optimize the drawing: * The back buffer is no longer cleared between frames. This may cause regressions, but I do believe that the entire picture area is always completely re-rendered for each frame. As a result of this, the menu code is now responsible for clearing the icon areas itself. * A few unnecessary copy_rect() calls were commented out in favor of one big copy_rect() in ServiceWindows(). * Completely opaque block surfaces are copied with memcpy(), one line at a time. Unless we manage to add intelligent screen redrawing, I don't think it will get that much faster than this, though there is some unnecessary data copying in DrawSprite() that could be removed. And the game is still a terrible CPU hog. I believe the animation runs at approximately 12 fps. If there's still time left, it will pump out further frames to get smooth scrolling. We ought to put a cap on that, and if it has already reached the scroll target it should sleep for the rest of the render cycle. svn-id: r9886
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