[Scummvm-devel] Re: 16 bit graphics: Thoughts on how to implement it
Marcus Comstedt
marcus at mc.pp.se
Wed Jul 24 14:29:06 CEST 2002
Lionel Ulmer <lionel.ulmer at free.fr> writes:
> > One helpful thing (implementation wise) is that currently, if an
> > overlay is showing, the 8bit part will be frozen. Backends could use
> > that fact to greatly optimize things (like the above mentioned alpha
> > blending).
> >
> > What do other porters (dreamcast, X11, Windows...) say to this?
>
> I vote for the 'overlay' solution too... It seems the nicer way to handle at
> the same time 8 bit and 16 bit graphics.
And for games like Grim Fandango, we'll probably want something like
16 bit GUI overlay
----------------
shaded polygons
---------------
8 bit backdrop
By letting the machine dependant code handle the composition of these
layers, there won't be any problem with doing the polygons in
hardware, which there would be otherwise.
// Marcus
More information about the Scummvm-devel
mailing list