COMMON: Remove last traces of 8bpp overlay support from OSystem docs.

This commit is contained in:
Johannes Schickel 2012-06-13 04:57:55 +02:00
parent cebbc11dac
commit d99eb1e614

View File

@ -389,10 +389,7 @@ public:
* graphics have a resolution of 320x200; then the overlay shall
* have a resolution of 640x400, but it still has the same
* physical size as the game graphics.
* The overlay usually uses 16bpp, but on some ports, only 8bpp
* are availble, so that is supported, too, via a compile time
* switch (see also the OverlayColor typedef in scummsys.h).
*
* The overlay is forced to a 16bpp mode right now.
*
* Finally, there is the mouse layer. This layer doesn't have to
* actually exist within the backend -- it all depends on how a
@ -758,13 +755,11 @@ public:
* In order to be able to display dialogs atop the game graphics, backends
* must provide an overlay mode.
*
* The overlay can be 8 or 16 bpp. Depending on which it is, OverlayColor
* is 8 or 16 bit.
* The overlay is currently forced at 16 bpp.
*
* For 'coolness' we usually want to have an overlay which is blended over
* the game graphics. On backends which support alpha blending, this is
* no issue; but on other systems (in particular those which only support
* 8bpp), this needs some trickery.
* no issue; but on other systems this needs some trickery.
*
* Essentially, we fake (alpha) blending on these systems by copying the
* current game graphics into the overlay buffer when activating the overlay,