Age | Commit message (Collapse) | Author |
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This change was inadvertently added in commit
44dd029cb17160316b2015321a0a53f8854b6dd3 but is not actually used.
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This gives Indeo3 the same behavior as other codecs when
encapsulated in a container that provides bit depth information
(e.g. AVI).
Closes #888.
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Used only by chapter 7 of Phant1.
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In SSCI, VMD is drawn by a standard CelObjMem wrapped by a
ScreenItem, giving the location of the bitmap memory to the
decoder. The decoder already supports this, but the API was
previously hidden behind the AdvancedVMDDecoder wrapper
(which is more convenient to use than the VMDDecoder class).
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This is a regression from 6fce92b0ea2fce78c375ade0bc6c2ac4231b96bd. Thanks to
DrMcCoy for tracking this down.
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Powered by:
git ls-files "*.cpp" "*.h" "*.m" "*.mm" | xargs sed -i -e 's/[ \t]*$//'
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After discussing with DrMcCoy, we felt this the best way to proceed. A wrapper class that implements AdvancedVideoDecoder is still around for use in SCI.
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This is a workaround for how Lost in Time behaves in combination
with changes I made to the DataIO code for running Urban Runner
on low-memory devices.
Urban Runner's intro are far to big to have them copied into
memory for these devices, so I made the DataIO code return a
SafeSeekableSubReadStream into the opened archive stream instead.
Unfortunately, Lost in Time might not close a video file when it
closes the data file which it was originally in, especially when
loading a saved game. Since the video player needs to be able to
gaplessly continue a video and there does not, by itself, close
the video if not requested by the scripts, this leads to reading
out of an already closed stream in certain cases.
So, to worka round this issues, the video player tries to reopen
each currently opened video after a data archive was closed, to
make sure that that video is still available. If not, the video
is closed.
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Audio is now decoded in AudioStream classes instead of being decoded ahead of time and then queued.
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For further discussion check here:
https://github.com/scummvm/scummvm/pull/16
Conflicts:
graphics/png.cpp
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Some backends may break as I only compiled SDL
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byte depth.
Certain codecs seem to use a Surface with Bpp 2, but do not have any proper
format description. Whoever is maintaining these should check this commit and
fix the format properly.
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MKID_BE relied on unspecified behavior of the C++ compiler,
and as such was always a bit unsafe. The new MKTAG macro
is slightly less elegant, but does no longer depend on the
behavior of the compiler.
Inspired by FFmpeg, which has an almost identical macro.
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Found by GCC 4.6's -Wunused-but-set-variable
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When decompressing directly onto the output surface fails (because
it's too small), retry decompressing into the video buffer first,
which then gets blitted onto the output surface.
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The Inca 2 video where Atahualpa walks through the gate after
solving the wisdom challenge now only warns (and graphically
glitches) instead of segfaulting.
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svn-id: r55850
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svn-id: r55810
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Visible in some Inca 2 videos
svn-id: r55505
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svn-id: r55502
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svn-id: r55479
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svn-id: r55474
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svn-id: r55473
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