(svn r10132) -Codechange: split out the last direct video-buffer read access to the blitter-layer
-Add: added a new renderer and blitter to make room for some optimized bpp -Fix: fill the alpha channel in the grf-spriteloader
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@@ -95,6 +95,10 @@ bool SpriteLoaderGrf::LoadSprite(SpriteLoader::Sprite *sprite, uint32 file_pos)
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sprite->data[i].m = dest[i];
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}
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/* Make sure to mark all transparent pixels transparent on the alpha channel too */
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for (int i = 0; i < sprite->width * sprite->height; i++)
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if (sprite->data[i].m != 0) sprite->data[i].a = 0xFF;
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free(dest_orig);
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return true;
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}
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