[Scummvm-cvs-logs] SF.net SVN: scummvm: [25210] scummvm/trunk/engines/scumm/nut_renderer.cpp
cyx at users.sourceforge.net
cyx at users.sourceforge.net
Fri Jan 26 23:07:38 CET 2007
Revision: 25210
http://scummvm.svn.sourceforge.net/scummvm/?rev=25210&view=rev
Author: cyx
Date: 2007-01-26 14:07:38 -0800 (Fri, 26 Jan 2007)
Log Message:
-----------
updated NutRenderer::drawShadowChar() comment
Modified Paths:
--------------
scummvm/trunk/engines/scumm/nut_renderer.cpp
Modified: scummvm/trunk/engines/scumm/nut_renderer.cpp
===================================================================
--- scummvm/trunk/engines/scumm/nut_renderer.cpp 2007-01-26 22:03:41 UTC (rev 25209)
+++ scummvm/trunk/engines/scumm/nut_renderer.cpp 2007-01-26 22:07:38 UTC (rev 25210)
@@ -294,11 +294,14 @@
return;
}
- // HACK: we draw the character a total of 7 times: 6 times shifted
- // and in black for the shadow, and once in the right color and position.
- // This way we achieve the exact look as the original CMI had. However,
- // the question remains whether they did it this way, too, or if there is
- // some "font shadow" resource we don't know yet.
+ // We draw the character a total of 7 times: 6 times shifted and in black
+ // for the shadow, and once in the right color and position. This way we
+ // achieve the exact look as the original CMI had.
+ // However, this is not how the original engine handled it. Char glyphs
+ // were compressed with codec 44. In the decoding routine, transparent
+ // pixels are skipped. Other pixels are just filled with the decoded color
+ // which can be equal to 0 (==shadow), 1 (==char color) or another value
+ // (255, 224) which is just copied as-is in the destination buffer.
static const int offsetX[7] = { -1, 0, 1, 0, 1, 2, 0 };
static const int offsetY[7] = { 0, -1, 0, 1, 2, 1, 0 };
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