From bcc93b735c0a6b48bfbc4ee8e10f9dccc7bcaa9f Mon Sep 17 00:00:00 2001 From: Einar Johan Trøan Sømåen Date: Thu, 14 Jun 2012 18:07:23 +0200 Subject: WINTERMUTE: Use offsets correctly in BSurfaceSDL. --- engines/wintermute/Base/BSurfaceSDL.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) (limited to 'engines/wintermute') diff --git a/engines/wintermute/Base/BSurfaceSDL.cpp b/engines/wintermute/Base/BSurfaceSDL.cpp index ae7bad54b7..02788e0ffc 100644 --- a/engines/wintermute/Base/BSurfaceSDL.cpp +++ b/engines/wintermute/Base/BSurfaceSDL.cpp @@ -504,8 +504,8 @@ HRESULT CBSurfaceSDL::drawSprite(int x, int y, RECT *Rect, float ZoomX, float Zo srcRect.setHeight(Rect->bottom - Rect->top); Common::Rect position; - position.left = x; - position.top = y; + position.left = x + offsetX; + position.top = y + offsetY; // TODO: Scaling... position.setWidth((float)srcRect.width() * ZoomX / 100.f); @@ -513,8 +513,8 @@ HRESULT CBSurfaceSDL::drawSprite(int x, int y, RECT *Rect, float ZoomX, float Zo renderer->ModTargetRect(&position); - position.left += offsetX; - position.top += offsetY; +/* position.left += offsetX; + position.top += offsetY;*/ // TODO: This actually requires us to have the SAME source-offsets every time, // But no checking is in place for that yet. -- cgit v1.2.3