[Scummvm-cvs-logs] CVS: scummvm/backends/sdl sdl_gl.cpp,1.9,1.10
Travis Howell
kirben at users.sourceforge.net
Thu Oct 24 04:02:05 CEST 2002
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Update of /cvsroot/scummvm/scummvm/backends/sdl
In directory usw-pr-cvs1:/tmp/cvs-serv5139/backends/sdl
Modified Files:
sdl_gl.cpp
Log Message:
Add more OpenGL updates, patch #627510
Index: sdl_gl.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/backends/sdl/sdl_gl.cpp,v
retrieving revision 1.9
retrieving revision 1.10
diff -u -d -r1.9 -r1.10
--- sdl_gl.cpp 23 Oct 2002 08:52:20 -0000 1.9
+++ sdl_gl.cpp 24 Oct 2002 11:01:19 -0000 1.10
@@ -31,7 +31,7 @@
#endif
#include "fb2opengl.h"
-int _screenStart = 30;
+int _screenStart = 20;
class OSystem_SDL_Normal : public OSystem_SDL_Common {
public:
@@ -237,7 +237,7 @@
int gl_flags = FB2GL_320 | FB2GL_RGBA | FB2GL_EXPAND;
if (_full_screen) gl_flags |= (FB2GL_FS);
// 640x480 screen resolution
- fb2gl.init(640,480,0,_screenStart? 0: 70,gl_flags);
+ fb2gl.init(640,480,0,_screenStart? 15: 70,gl_flags);
SDL_SetGamma(1.25,1.25,1.25);
@@ -286,6 +286,7 @@
}
void OSystem_SDL_Normal::update_screen() {
+ SDL_Rect blackrect2 = {0, _screenStart, _screenWidth, 15};
// If the shake position changed, fill the dirty area with blackness
if (_currentShakePos != _newShakePos) {
@@ -335,8 +336,8 @@
SDL_Rect dst;
for(r = _dirty_rect_list; r != last_rect; ++r) {
dst = *r;
- dst.x++; // Shift rect by one since 2xSai needs to acces the data around
- dst.y++; // any pixel to scale it, and we want to avoid mem access crashes.
+// dst.x++; // Shift rect by one since 2xSai needs to acces the data around
+// dst.y++; // any pixel to scale it, and we want to avoid mem access crashes.
if (SDL_BlitSurface(_screen, r, sdl_tmpscreen, &dst) != 0)
error("SDL_BlitSurface failed: %s", SDL_GetError());
}
@@ -345,6 +346,11 @@
// Almost the same thing as SDL_UpdateRects
fb2gl.blit16(sdl_tmpscreen,_num_dirty_rects,_dirty_rect_list,0,
_currentShakePos+_screenStart);
+
+
+ SDL_FillRect(sdl_tmpscreen, &blackrect2, 0);
+ fb2gl.blit16(sdl_tmpscreen,1,&blackrect2,0,_screenHeight);
+
fb2gl.display();
}
@@ -426,7 +432,8 @@
// Clear the overlay by making the game screen "look through" everywhere.
SDL_Rect src, dst;
src.x = src.y = 0;
- dst.x = dst.y = 1;
+// dst.x = dst.y = 1;
+ dst.x = dst.y = 0;
src.w = dst.w = _screenWidth;
src.h = dst.h = _screenHeight;
if (SDL_BlitSurface(_screen, &src, sdl_tmpscreen, &dst) != 0)
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