SCI3 changes the way that monitored channel works. In SCI2/2.1,
when a channel is monitored, it is the only audible channel. In
SCI3, monitored channels mix normally.
This is very noticeable in LSL7, where music disappears totally
during speech if the monitored channel is the only channel played
back.
This happens e.g. on the About page in LSL7 because of an
interpreter problem where bitmap handles are destroyed and then
reused without a kFrameOut call to remove old screen items from
the visible plane list before a kIsOnMe call that causes the
engine to try to read from reused bitmap handles with different
contents and dimensions.
This replaces bad memory reads on the About page in LSL7 with an
assertion failure, until the problem with the About page can be
properly addressed.
This code branch, existing since at least SQ6 but apparently never
used by any SCI2/2.1 game, is in fact the algorithm used by SCI3.
This fixes (at least) doubled rendering of transparent surfaces
like the background of the inventory window and conversation
choices panel in LSL7.
In Phant2, when going to email on Curtis's office computer, a
screen item that contained a bitmap on the last frame was updated
to contain a view on the next frame. This crashed the engine when
it tried to reuse the old disposed bitmap instead of the new view
because the cel type was never changed from kCelTypeMem to
kCelTypeView.
Replace local implementation by always setting GLVertex zp property.
Replace pointInsideVolume by clip_code, allowing to properly handle
polygons whose vertices are all off-screen but still have a part visible.
Also, replace 2-pixels offset with a more accurate bounding box
computation.
As per Common::Rect data model, right and bottom border are excluded, so:
- Make FrameBuffer::scissorPixel reject bottom & right borders.
- Update bounding rectangle definition for dirty rectangle operations
ClearBufferDrawCall::getDirtyRegion is already correct.
- zblit was almost following, except for an off-by-one mistake.
It is common that the same number of calls are done in the same order, so
do not stop comparing after the first divergence. This saves a significant
number of dirty rectangle in crowded scenes, like sets cn and bi where a few
calls may differ in the middle of call sequence, but later calls would stay
the same.
As a consequence, move current-frame-has-fewer-calls handling to its own
loop.
Also, factorise and extend code appending dirty rectangles.
Also, skip conseutive identical rectangles.
When dirty rectangles are enabled, fixes drawing outside (below) set scissor
rectangle.
y and pp1 must stay consistent for scissor testing to be relevant. y is
already incremented along with pp1, and pp1 does not get re-assigned on
part == 2, so do not set y either.