Age | Commit message (Collapse) | Author |
|
* Replace raw pointers with smart pointers
* Use references instead of const pointers where appropriate
* Tweak initialisation
* Tweak palette copies to the stack
|
|
1. Added a new game option for linear interpolation when scaling
overlay-mode video in ScummVM builds with USE_RGB_COLOR;
2. Implemented SCI2.1-variant of the VMD player renderer (fixes
Trac#9857), which bypasses the engine's normal rendering
pipeline;
3. Improved accuracy of the SCI3-variant of the VMD player by
writing HunkPalettes into the VMD's CelObjMem instead of
submitting palettes directly to GfxPalette32.
|
|
|
|
More than one call to OSystem::updateScreen per frame on systems
with vsync ruins performance because the call is blocked until
the next vsync interval.
This also fixes bad rendering performance with the OpenGL backend.
|
|
Sometime during SCI2.1mid, the palette manager was changed to
save and restore the source palette, and to add in-game gamma
correction. Previously, only the vary start and target palettes
were saved, and gamma correction was only configurable in SSCI by
editing RESOURCE.CFG.
|
|
|
|
|
|
|
|
Avoid forcing the screen to refresh after a palette change if the
screen is also about to be drawn to, as the palette change + draw
is intended to be an atomic operation.
|
|
|
|
|
|
|
|
Remap would crash SCI2.1early games with 19 remap slots, and
did not actually work in most cases in SCI2.1mid+ games.
The SCI16 implementation was moved to its own separate file but
was otherwise touched as little as possible, so may still have
similar problems to the SCI32 code.
1. Split SCI16 and SCI32 code into separate files
2. Use -32 prefixes for SCI32 code and no prefix for SCI16 code,
where possible, to match other existing code
3. Avoid accidental corruption of values from the VM that may be
valid when signed or larger than 8 bits
4. Added documentation
5. Add missing remap CelObj calls
6. Inline where possible in performance-critical code paths
7. Fix bad `matchColor` function, and move it from GfxPalette to
GfxRemap32 since it is only used by GfxRemap32
8. Fix bad capitalisation in getCycleMap
9. Remove unnecessary initialisation of SingleRemaps
10. Update architecture to more closely mirror how SSCI worked
11. Clarify the purpose of each type of remap type (and
associated variable names)
12. Split large `apply` function into smaller units
13. Fix buffer overrun when loading a SCI2.1early game with remap
14. Remove use of `#define` constants
15. Warn instead of crashing with an error on invalid input (to
match SSCI more closely)
16. Change the collision avoidance mechanism between the RemapType
enum and remap kernel functions
17. Add save/load function
|
|
applyRemap() has been implemented now, however the end effect is still
not visible
|
|
|
|
|
|
|
|
This replaces "colour" to "color"
|
|
|
|
|
|
This also fixes kPalCycle signatures to be more accurate.
|
|
We do not prepend underscores to private class functions
|
|
Graphics palette code was rewritten between SCI1 and SCI2, so
SCI32 palette engine code has been moved to a separate GfxPalette32
class.
|