[Scummvm-devel] Redraw problems

Sam Kenny SamKenny at cit.com.au
Tue Dec 4 15:45:03 CET 2001


Hi there,

thanks for puting some of the patch in..

> -----Original Message-----
> From: Ludvig Strigeus [mailto:strigeus at home.se] 
> Sent: Tuesday, 4 December 2001 9:39 PM
> To: sam_k at users.sourceforge.net; scummvm-devel at lists.sourceforge.net
> Subject: Re: [Scummvm-devel] Redraw problems
> 
> 
> Hello!
> 
> Thanks for the patches, it's nice with someone else than me 
> that takes an
> initiative to debug the inner parts of the code, which are 
> quite messy imho.

Yeah, but it's not too hard to understand if you take the time, but some
stuff just doesn't yet make sense to me.

> <snip>
> This new code doesn't work well in the DOTT intro however, 
> when the car
> drives around on some hilly terrain. The credit texts should remain on
> screen even when a refresh from the background is needed, 
> which is what
> _blitAlso is used for, but with this code, the credit texts 
> are removed.

Hmm, not exactly sure how we can get around that, it seems that tentacle and
sam n max have different draw priorities, so I'm not really sure how we can
get around it, maybe a new define , the order the text is drawn in (samnmax
still needs the functionality of _blitAlso, it just needs it before drawBits
is called instead of after), and only define it for samnmax, I don't think
this is a problem for anywhere in the game either way seemingly.

> 
> >
> > (there is also a fix for a uninitialized
> > variable in resource.cpp that I think just slipped through).
> 
> Thanks
> 
> --
> Ludvig Strigeus
> 
> 
No worries, glad to help out

Cheers,

Sam
sam_k at users.sourceforge.net




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