[Scummvm-cvs-logs] SF.net SVN: scummvm:[54190] scummvm/trunk/backends/platform/psp/ display_client.cpp
Bluddy at users.sourceforge.net
Bluddy at users.sourceforge.net
Wed Nov 10 17:22:00 CET 2010
Revision: 54190
http://scummvm.svn.sourceforge.net/scummvm/?rev=54190&view=rev
Author: Bluddy
Date: 2010-11-10 16:22:00 +0000 (Wed, 10 Nov 2010)
Log Message:
-----------
PSP: changed renderer to render huge images properly
The PSP HW wasn't able to calculate the proper stretching when given the whole image size on a huge image. This is also a better way to do it because we're not overwriting tiles of the texture.
Modified Paths:
--------------
scummvm/trunk/backends/platform/psp/display_client.cpp
Modified: scummvm/trunk/backends/platform/psp/display_client.cpp
===================================================================
--- scummvm/trunk/backends/platform/psp/display_client.cpp 2010-11-10 14:40:23 UTC (rev 54189)
+++ scummvm/trunk/backends/platform/psp/display_client.cpp 2010-11-10 16:22:00 UTC (rev 54190)
@@ -690,10 +690,15 @@
// now the coordinates within it are 0 to the edge of the area of the texture we want to draw
float textureStartX = textureFix + _offsetInBuffer.x;
float textureStartY = textureFix + _offsetInBuffer.y;
- // even when we draw one of several textures, we use the whole drawsize of the image. The GU
- // will draw what it can with the texture it has and scale it properly for us.
- float textureEndX = -textureFix + _offsetInBuffer.x + _drawSize.width - _textureLoadOffset.x;
- float textureEndY = -textureFix + _offsetInBuffer.y + _drawSize.height - _textureLoadOffset.y;
+
+ int textureLeftX = _drawSize.width - _textureLoadOffset.x;
+ if (textureLeftX > 512)
+ textureLeftX = 512;
+ int textureLeftY = _drawSize.height - _textureLoadOffset.y;
+ if (textureLeftY > 512)
+ textureLeftY = 512;
+ float textureEndX = -textureFix + _offsetInBuffer.x + textureLeftX;
+ float textureEndY = -textureFix + _offsetInBuffer.y + textureLeftY;
// For scaling to the final image size, calculate the gaps on both sides
uint32 gapX = _useGlobalScaler ? (PSP_SCREEN_WIDTH - outputWidth) >> 1 : 0;
uint32 gapY = _useGlobalScaler ? (PSP_SCREEN_HEIGHT - outputHeight) >> 1 : 0;
@@ -707,13 +712,8 @@
float imageEndX, imageEndY;
- if (_fullScreen) { // shortcut
- imageEndX = PSP_SCREEN_WIDTH - gapX + scaledOffsetOnScreenX;
- imageEndY = PSP_SCREEN_HEIGHT - gapY + scaledOffsetOnScreenY; // needed for screen shake
- } else { /* !fullScreen */
- imageEndX = gapX + scaledOffsetOnScreenX + scaleSourceToOutput(true, stretch(true, _drawSize.width));
- imageEndY = gapY + scaledOffsetOnScreenY + scaleSourceToOutput(false, stretch(false, _drawSize.height));
- }
+ imageEndX = imageStartX + scaleSourceToOutput(true, stretch(true, textureLeftX));
+ imageEndY = imageStartY + scaleSourceToOutput(false, stretch(false, textureLeftY));
vertices[0].u = textureStartX;
vertices[0].v = textureStartY;
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