(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

@@ -85,7 +85,7 @@ static void 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:
@@ -503,11 +503,12 @@ void VideoDriver_SDL::MainLoop()
uint32 cur_ticks = SDL_CALL SDL_GetTicks();
uint32 last_cur_ticks = cur_ticks;
uint32 next_tick = cur_ticks + MILLISECONDS_PER_TICK;
uint32 pal_tick = 0;
uint32 mod;
int numkeys;
Uint8 *keys;
CheckPaletteAnim();
if (_draw_threaded) {
/* Initialise the mutex first, because that's the thing we *need*
* directly in the newly created thread. */
@@ -584,10 +585,7 @@ void VideoDriver_SDL::MainLoop()
if (_draw_threaded) _draw_mutex->BeginCritical();
UpdateWindows();
if (++pal_tick > 4) {
CheckPaletteAnim();
pal_tick = 1;
}
CheckPaletteAnim();
} else {
/* Release the thread while sleeping */
if (_draw_threaded) _draw_mutex->EndCritical();