(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:
@@ -173,11 +173,10 @@ public:
|
||||
|
||||
/**
|
||||
* Called when the 8bpp palette is changed; you should redraw all pixels on the screen that
|
||||
* are equal to the 8bpp palette indexes 'start' to 'start + count'.
|
||||
* @param start The start index in the 8bpp palette.
|
||||
* @param count The amount of indexes that are (possible) changed.
|
||||
* are equal to the 8bpp palette indexes 'first_dirty' to 'first_dirty + count_dirty'.
|
||||
* @param palette The new palette.
|
||||
*/
|
||||
virtual void PaletteAnimate(uint start, uint count) = 0;
|
||||
virtual void PaletteAnimate(const Palette &palette) = 0;
|
||||
|
||||
/**
|
||||
* Check if the blitter uses palette animation at all.
|
||||
|
Reference in New Issue
Block a user