shithub: choc

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ref: 2b97c9ff54dc4551cb235a3bb98e2b72989780e4
parent: 13a4bcf0b98d32e780b2cb145f9a4bb1f7e75614
author: Simon Howard <[email protected]>
date: Sun Jan 3 10:42:43 EST 2016

video: Remove screen_mode_t definition.

This is redundant now that the software scaling code is gone.

--- a/src/i_video.h
+++ b/src/i_video.h
@@ -37,58 +37,6 @@
 
 #define MAX_MOUSE_BUTTONS 8
 
-typedef struct
-{
-    // Screen width and height
-
-    int width;
-    int height;
-
-    // Initialisation function to call when using this mode.
-    // Called with a pointer to the Doom palette.
-    //
-    // If NULL, no init function is called.
-
-    void (*InitMode)(byte *palette);
-    
-    // Function to call to draw the screen from the source buffer.
-    // Return true if draw was successful.
-
-    boolean (*DrawScreen)(int x1, int y1, int x2, int y2);
-
-    // If true, this is a "poor quality" mode.  The autoadjust
-    // code should always attempt to use a different mode to this
-    // mode in fullscreen.
-    //
-    // Some notes about what "poor quality" means in this context:
-    //
-    // The aspect ratio correction works by scaling up to the larger
-    // screen size and then drawing pixels on the edges between the
-    // "virtual" pixels so that an authentic blocky look-and-feel is
-    // achieved.
-    //
-    // For a mode like 640x480, you can imagine the grid of the
-    // "original" pixels spaced out, with extra "blurry" pixels added
-    // in the space between them to fill it out. However, when you're
-    // running at a resolution like 320x240, this is not the case. In
-    // the small screen case, every single pixel has to be a blurry
-    // interpolation of two pixels from the original image.
-    //
-    // If you run in 320x240 and put your face up close to the screen
-    // you can see this: it's particularly visible in the small yellow
-    // status bar numbers for example. Overall it still looks "okay"
-    // but there's an obvious - albeit small - deterioration in
-    // quality.
-    //
-    // Once you get to 640x480, all the original pixels are there at
-    // least once and it's okay (the higher the resolution, the more
-    // accurate it is). When I first wrote the code I was expecting
-    // that even higher resolutions would be needed before it would
-    // look acceptable, but it turned out to be okay even at 640x480.
-
-    boolean poor_quality;
-} screen_mode_t;
-
 typedef boolean (*grabmouse_callback_t)(void);
 
 // Called by D_DoomMain,