This fixes a segfault when trying to use the OpenGL backend with 16bpp games,
however this does not make Last Express nor Loom PC-Engine Japanese work for
me. They now fail with a "Pixel format not supported" error.
When doing glTexSubImage2D we do not need to assure that the source data has
the same width as the texture when we want to update the data, we just need
to assure that the width * Bpp cound matches the pitch.
If we do not do this, we might end up with a default alignment of 4, which will
fail (as in the graphics will be messed up) in case the screen resolution is
not divisible by 4.
Thanks to digitall for noticing this problem and finding out about
GL_UNPACK_ALIGNMENT.
Rather than that I introduced a function which converts hardware screen
coordinates to overlay / game screen coordinates.
The logic which converts mouse movement events with hardware screen
coordinates to overlay / game screen coordinates is now inside notifyEvent.
This is still broken design, since one should not abuse an observer for that.
This actually still has the drawback that if one calls OSystem::updateScreen
from the sound thread that it might crash. Hopefully no code does this though...
svn-id: r54830
I added an comment explaining why OSD is broken currently. The basic problem is
that OpenGL is not thread safe, thus in case we try to display any message on
the OSD from the sound thread for example it will result in crashes.
svn-id: r54829
Now the previous aspect ratio modes are handled as GFX modes. The previous
GFX modes were for scaling, but are removed now. A new 4/3 display mode
added. Added Ctrl-Shift-A for backward switching through display modes, and
Ctrl-Alt-<number key> for switching to a specific GFX mode.
Window resizing now is available for all display modes, and will
automatically change the scale factor as well as maintain the aspect ratio
when needed.
svn-id: r52501
Floats can lead to calculation errors because, now uints are used and aspect ratio values are handled with a x 10000 scale.
When entering fullscreen, it will be looked for the fullscreen mode with the smallest metric that mantains the game screen aspect ratio.
svn-id: r51563
OSystem_SDL will create a merged list of all graphics modes from SDL and OpenGL. When the user changes the graphics mode in options and restarts ScummVM should switch to that graphics mode in the corresponding graphics manager.
svn-id: r51493
This fixes a hack for resetting the graphics scale to x1 when starting games that have a large screen size. The SDL graphics manager should now scale back to x1 without changing the current scaler in use, as well as the OpenGL graphics manager.
svn-id: r51492