Add more OpenGL updates, patch #627510

svn-id: r5301
This commit is contained in:
Travis Howell 2002-10-24 11:01:19 +00:00
parent 68fada397e
commit 968c1c5e79

View File

@ -31,7 +31,7 @@ int glGetColorTable(int, int, int, void *) { return 0; }
#endif
#include "fb2opengl.h"
int _screenStart = 30;
int _screenStart = 20;
class OSystem_SDL_Normal : public OSystem_SDL_Common {
public:
@ -237,7 +237,7 @@ void OSystem_SDL_Normal::load_gfx_mode() {
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::unload_gfx_mode() {
}
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 @@ void OSystem_SDL_Normal::update_screen() {
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 @@ void OSystem_SDL_Normal::update_screen() {
// 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 @@ void OSystem_SDL_Normal::clear_overlay()
// 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)