First of all, some comments regarding what I have been coding since my last blog post. Mostly I have been hunting bugs, and testing games to if all was working well.
There were some compilation/linking problems with some ports and with some help I have hopefully fixed them all, still there are some ports that have not been tested yet. Some problems arised also when switching between SDL and OpenGL graphics modes, but those bugs are fixed now. Also, there was some discussion regarding the aspect ratio modes in devel list. I was taking as base for the aspect ratio correction system the one that the SDL graphics manager had, but that wasn’t really necessery for the OpenGL rendering, as it does allow scaling to any size. After some talk, I removed some unnecessay options, and now there are 3 aspect ratio modes: “None”, “Conserve” and “Original” (this last one added after its suggestion in the discussion).
And, the big news are that Google Summer of Code (Winter of Code for me here, hehe) has ended, at least the coding part has ended last monday. Now it is time for the final evaluations, and I hope that finish well 🙂 It was a really nice time, and a great experience 😀
I finished well the SDL backend refactoring (including most of its ports), into a modularized design, and the OpenGL graphics manager for the SDL backend is working good. However, I could not finish all what I planned to do, I could not finish the WinCE port refactoring in time. It is a really complicated port to modularize, there is a lot of common code between the events and graphics parts, and without being able to test it nor even compile it, it is a really hard task. I will have to discuss a bit about this with my mentors later.
And for the future, I plan to continue working on ScummVM. There are some pending feature for implementing in the OpenGL graphics manager, like shaders, that because the short available GSoC time I couldn’t do. And I thought before starting GSoC that I would be able to implement them in time, but reality showed to be more complicated. Still, before I hope that my branch be merged with trunk, and in case there is some problem for that, I plan to continue my work and fix those issues.