(svn r23448) -Fix: keep a local copy of the palette in the 32bpp animated blitter so changes of the palette data during the game don't influence drawing (with SDL)

This commit is contained in:
rubidium
2011-12-08 19:37:33 +00:00
parent 8630e97b4f
commit 61625e53c9
12 changed files with 36 additions and 34 deletions

View File

@@ -99,7 +99,7 @@ static void QZ_CheckPaletteAnim()
break;
case Blitter::PALETTE_ANIMATION_BLITTER:
blitter->PaletteAnimate(_cur_palette.first_dirty, _cur_palette.count_dirty);
blitter->PaletteAnimate(_cur_palette);
break;
case Blitter::PALETTE_ANIMATION_NONE:
@@ -555,7 +555,6 @@ void QZ_GameLoop()
uint32 cur_ticks = GetTick();
uint32 last_cur_ticks = cur_ticks;
uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
uint32 pal_tick = 0;
#ifdef _DEBUG
uint32 et0 = GetTick();
@@ -615,10 +614,7 @@ void QZ_GameLoop()
GameLoop();
UpdateWindows();
if (++pal_tick > 4) {
QZ_CheckPaletteAnim();
pal_tick = 1;
}
QZ_CheckPaletteAnim();
_cocoa_subdriver->Draw();
} else {
#ifdef _DEBUG