A few fixes:
Fixed creating render texture framebuffer. Removed the need for palette watch, added surface format caching. Added an SDL_DONTFREE flag so you can't free the window and 1.2 shadow surfaces.
This commit is contained in:
parent
13ba84bf0e
commit
5095592ce5
15 changed files with 250 additions and 314 deletions
|
@ -437,17 +437,15 @@ SDL_SaveBMP_RW(SDL_Surface * saveme, SDL_RWops * dst, int freedst)
|
|||
/* If the surface has a colorkey or alpha channel we'll save a
|
||||
32-bit BMP with alpha channel, otherwise save a 24-bit BMP. */
|
||||
if (save32bit) {
|
||||
SDL_InitFormat(&format, 32,
|
||||
0x00FF0000, 0x0000FF00, 0x000000FF,
|
||||
0xFF000000);
|
||||
} else {
|
||||
SDL_InitFormat(&format, 24,
|
||||
SDL_InitFormat(&format,
|
||||
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
|
||||
0x00FF0000, 0x0000FF00, 0x000000FF,
|
||||
SDL_PIXELFORMAT_ARGB8888
|
||||
#else
|
||||
0x000000FF, 0x0000FF00, 0x00FF0000,
|
||||
SDL_PIXELFORMAT_BGRA8888
|
||||
#endif
|
||||
0);
|
||||
);
|
||||
} else {
|
||||
SDL_InitFormat(&format, SDL_PIXELFORMAT_BGR24);
|
||||
}
|
||||
surface = SDL_ConvertSurface(saveme, &format, 0);
|
||||
if (!surface) {
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue