diff options
Diffstat (limited to 'engines/sci/gui/gui_picture.cpp')
-rw-r--r-- | engines/sci/gui/gui_picture.cpp | 9 |
1 files changed, 8 insertions, 1 deletions
diff --git a/engines/sci/gui/gui_picture.cpp b/engines/sci/gui/gui_picture.cpp index a21748286d..c59e36f303 100644 --- a/engines/sci/gui/gui_picture.cpp +++ b/engines/sci/gui/gui_picture.cpp @@ -209,6 +209,13 @@ void SciGuiPicture::drawCelData(byte *inbuffer, int size, int headerPos, int rle leftX = callerX + _gfx->GetPort()->left; rightX = MIN<int16>(width + leftX, _gfx->GetPort()->rect.right + _gfx->GetPort()->left); + // Change clearcolor to white, if we dont add to an existing picture. That way we will paint everything on screen + // but white and that wont matter because the screen is supposed to be already white. It seems that most (if not all) + // SCI1.1 games use color 0 as transparency and SCI1 games use color 255 as transparency. Sierra SCI seems to paint + // the whole data to screen and wont skip over transparent pixels. So this will actually make it work like Sierra + if (!_addToFlag) + clearColor = _screen->_colorWhite; + ptr = celBitmap; if (!_mirroredFlag) { // Draw bitmap to screen @@ -605,7 +612,7 @@ void SciGuiPicture::vectorFloodFill(int16 x, int16 y, byte color, byte priority, // This logic was taken directly from sierra sci, floodfill will get aborted on various occations if (screenMask & SCI_SCREEN_MASK_VISUAL) { - if ((color == _screen->_colorWhite) || (searchColor != _screen->_colorClearScreen)) + if ((color == _screen->_colorWhite) || (searchColor != _screen->_colorWhite)) return; } else if (screenMask & SCI_SCREEN_MASK_PRIORITY) { if ((priority == 0) || (searchPriority != 0)) |