From ed07b99b22c2cf092f207dc15b26801c502534ac Mon Sep 17 00:00:00 2001 From: Chris Warren-Smith Date: Mon, 17 Oct 2011 22:35:48 +1000 Subject: BADA: Misc changes merged from appstore release --- backends/platform/bada/graphics.cpp | 54 ------------------------------------- 1 file changed, 54 deletions(-) (limited to 'backends/platform/bada/graphics.cpp') diff --git a/backends/platform/bada/graphics.cpp b/backends/platform/bada/graphics.cpp index 4ab90a633f..bd65c597c6 100644 --- a/backends/platform/bada/graphics.cpp +++ b/backends/platform/bada/graphics.cpp @@ -38,7 +38,6 @@ BadaGraphicsManager::BadaGraphicsManager(BadaAppForm *appForm) : _initState(true) { assert(appForm != NULL); _videoMode.fullscreen = true; - _videoMode.antialiasing = true; } const Graphics::Font *BadaGraphicsManager::getFontOSD() { @@ -195,7 +194,6 @@ void BadaGraphicsManager::loadTextures() { // prevent image skew in some games, see: // http://www.opengl.org/resources/features/KilgardTechniques/oglpitfall - // note: this did not solve the pixel border problem in refreshGameScreen() glPixelStorei(GL_UNPACK_ALIGNMENT, 1); } @@ -234,58 +232,6 @@ void BadaGraphicsManager::unloadGFXMode() { logLeaving(); } -void BadaGraphicsManager::refreshGameScreen() { - if (_screenNeedsRedraw) - _screenDirtyRect = Common::Rect(0, 0, _screenData.w, _screenData.h); - - int x = _screenDirtyRect.left; - int y = _screenDirtyRect.top; - int w = _screenDirtyRect.width(); - int h = _screenDirtyRect.height(); - - if (_screenData.format.bytesPerPixel == 1) { - // Create a temporary RGB888 surface - int sw = w; - int sh = h; - - if (_videoMode.screenWidth == w && _videoMode.screenHeight == h) { - // The extra border prevents random pixels from appearing in the right and bottom - // screen column/row. Not sure whether this should be applied to opengl-graphics.cpp - sw = w + 1; - sh = h + 1; - } - - byte *surface = new byte[sw * sh * 3]; - - // Convert the paletted buffer to RGB888 - const byte *src = (byte *)_screenData.pixels + y * _screenData.pitch; - src += x * _screenData.format.bytesPerPixel; - byte *dst = surface; - for (int i = 0; i < h; i++) { - for (int j = 0; j < w; j++) { - dst[0] = _gamePalette[src[j] * 3]; - dst[1] = _gamePalette[src[j] * 3 + 1]; - dst[2] = _gamePalette[src[j] * 3 + 2]; - dst += 3; - } - src += _screenData.pitch; - } - - // Update the texture - _gameTexture->updateBuffer(surface, w * 3, x, y, sw, sh); - - // Free the temp surface - delete[] surface; - } else { - // Update the texture - _gameTexture->updateBuffer((byte *)_screenData.pixels + y * _screenData.pitch + - x * _screenData.format.bytesPerPixel, _screenData.pitch, x, y, w, h); - } - - _screenNeedsRedraw = false; - _screenDirtyRect = Common::Rect(); -} - // display a simple splash screen until launcher is ready void BadaGraphicsManager::showSplash() { Canvas canvas; -- cgit v1.2.3