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author | Torbjörn Andersson | 2004-03-01 08:04:10 +0000 |
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committer | Torbjörn Andersson | 2004-03-01 08:04:10 +0000 |
commit | 82c451774cbdd25566cd417adf60d5de47a7b039 (patch) | |
tree | 61f28cf0690e76628d7519f0a90d444c3af079d8 /sword1/screen.cpp | |
parent | 85f888e5821fa372c9cc50f8da84d74a778edddc (diff) | |
download | scummvm-rg350-82c451774cbdd25566cd417adf60d5de47a7b039.tar.gz scummvm-rg350-82c451774cbdd25566cd417adf60d5de47a7b039.tar.bz2 scummvm-rg350-82c451774cbdd25566cd417adf60d5de47a7b039.zip |
When scrolling, force a full redraw not only when the scroll offset changes
but also on the first frame where it doesn't. This is necessary because
parallax layers may be drawn on the *old* scroll offset (for reasons
unknown to me).
To see the bug, walk right from the first screen until you reach the tree.
Notice how the part of the tree you walk behind gets redrawn slightly to
the left.
svn-id: r13120
Diffstat (limited to 'sword1/screen.cpp')
-rw-r--r-- | sword1/screen.cpp | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/sword1/screen.cpp b/sword1/screen.cpp index c037b1ae72..cc422bcd6c 100644 --- a/sword1/screen.cpp +++ b/sword1/screen.cpp @@ -70,6 +70,11 @@ void Screen::setScrolling(int16 offsetX, int16 offsetY) { Logic::_scriptVars[SCROLL_FLAG] = 1; _fullRefresh = true; } else if (Logic::_scriptVars[SCROLL_FLAG] == 1) { + // Because parallax layers may be drawn on the old scroll offset, we + // want a full refresh not only when the scroll offset changes, but + // also on the frame where they become the same. + if (_oldScrollX != Logic::_scriptVars[SCROLL_OFFSET_X] || _oldScrollY != Logic::_scriptVars[SCROLL_OFFSET_Y]) + _fullRefresh = true; _oldScrollX = Logic::_scriptVars[SCROLL_OFFSET_X]; _oldScrollY = Logic::_scriptVars[SCROLL_OFFSET_Y]; int32 distX = inRange(-MAX_SCROLL_DISTANCE, _oldScrollX - offsetX, MAX_SCROLL_DISTANCE); |