(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 636ac3c041
commit e6c46d4cf4
12 changed files with 36 additions and 34 deletions

View File

@@ -359,7 +359,7 @@ static LRESULT CALLBACK WndProcGdi(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lP
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:
@@ -853,6 +853,7 @@ void VideoDriver_Win32::MainLoop()
_wnd.running = true;
CheckPaletteAnim();
for (;;) {
uint32 prev_cur_ticks = cur_ticks; // to check for wrapping