[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






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