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