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Diffstat (limited to 'scumm/gfx.h')
-rw-r--r-- | scumm/gfx.h | 14 |
1 files changed, 0 insertions, 14 deletions
diff --git a/scumm/gfx.h b/scumm/gfx.h index 4ae774c80d..bf04918938 100644 --- a/scumm/gfx.h +++ b/scumm/gfx.h @@ -295,20 +295,6 @@ public: }; -// 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 - - } // End of namespace Scumm #endif |