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DIRECTOR: Fix filmloop loading for non-bitmap sprites #5425

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merged 1 commit into from Nov 13, 2023

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kartiksharmakk
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This fixes a graphics glitch in the sonic cemetery scene of Total Distortion. The filmloop was producing extra bounding boxes that led to white artifacts being drawn.

In some cases, particularly in Total Distortion, there could be kInactiveSprite type sprites. We have to skip processing them to avoid the issue.

To reproduce the issue, run:
./scummvm --start-movie="ATD/HD/NJSONIC.DXR"@300 totaldistortion-win

This fixes a graphics glitch in the sonic cemetery scene of Total Distortion.
The filmloop was producing extra bounding boxes that led to white artifacts being drawn.

In some cases, particularly in Total Distortion, there could be kInactiveSprite type sprites.
We have to skip processing them to avoid the issue.

To reproduce the issue, run:
./scummvm --start-movie="ATD/HD/NJSONIC.DXR"@300 totaldistortion-win
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coderabbitai bot commented Nov 13, 2023

Walkthrough

Walkthrough

The update to the codebase introduces a new conditional logic within the FilmLoopCastMember class. Specifically, it affects how the loadFilmLoopDataD4 function handles sprite processing. The function now checks for inactive sprites and skips them, ensuring that only active sprites of type kBitmapSprite are processed. This change is aimed at improving performance by avoiding unnecessary processing of inactive elements.

Changes

File Summary
.../director/castmember/filmloop.cpp Added a conditional check to skip inactive sprites during film loop data loading in loadFilmLoopDataD4.

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@sev-
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sev- commented Nov 13, 2023

Thank you!

@sev- sev- merged commit d32b518 into scummvm:master Nov 13, 2023
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