From d99eb1e6141ba6dc33ca9f600267d4787a67db48 Mon Sep 17 00:00:00 2001 From: Johannes Schickel Date: Wed, 13 Jun 2012 04:57:55 +0200 Subject: COMMON: Remove last traces of 8bpp overlay support from OSystem docs. --- common/system.h | 11 +++-------- 1 file changed, 3 insertions(+), 8 deletions(-) diff --git a/common/system.h b/common/system.h index 976a3d2c4a..60c0e0f8ef 100644 --- a/common/system.h +++ b/common/system.h @@ -389,10 +389,7 @@ public: * graphics have a resolution of 320x200; then the overlay shall * have a resolution of 640x400, but it still has the same * physical size as the game graphics. - * The overlay usually uses 16bpp, but on some ports, only 8bpp - * are availble, so that is supported, too, via a compile time - * switch (see also the OverlayColor typedef in scummsys.h). - * + * The overlay is forced to a 16bpp mode right now. * * Finally, there is the mouse layer. This layer doesn't have to * actually exist within the backend -- it all depends on how a @@ -758,13 +755,11 @@ public: * In order to be able to display dialogs atop the game graphics, backends * must provide an overlay mode. * - * The overlay can be 8 or 16 bpp. Depending on which it is, OverlayColor - * is 8 or 16 bit. + * The overlay is currently forced at 16 bpp. * * For 'coolness' we usually want to have an overlay which is blended over * the game graphics. On backends which support alpha blending, this is - * no issue; but on other systems (in particular those which only support - * 8bpp), this needs some trickery. + * no issue; but on other systems this needs some trickery. * * Essentially, we fake (alpha) blending on these systems by copying the * current game graphics into the overlay buffer when activating the overlay, -- cgit v1.2.3