ZVISION: Set all the internal graphics operations to use RGB555 (1/2)

This is the first part of the changes to make the engine use RGB555
internally again. This is done to simplify the rendering pipeline -
the engine will use RGB555 internally, but will output to RGB565.
The overall changes have been broken into two commits, thus this
first commit will break all the game colors
This commit is contained in:
Filippos Karapetis 2014-12-24 22:40:54 +02:00
parent 84341a889c
commit e8e21fabe4
12 changed files with 23 additions and 58 deletions

View file

@ -59,10 +59,10 @@ const Graphics::Surface *LightFx::draw(const Graphics::Surface &srcSubRect) {
if (_pos < 0) {
uint8 cc = ((-_pos) & 0x1F) << 3;
dcolor = _engine->_pixelFormat.RGBToColor(cc, cc, cc);
dcolor = _engine->_resourcePixelFormat.RGBToColor(cc, cc, cc);
} else {
uint8 cc = (_pos & 0x1F) << 3;
dcolor = _engine->_pixelFormat.RGBToColor(cc, cc, cc);
dcolor = _engine->_resourcePixelFormat.RGBToColor(cc, cc, cc);
}
for (uint16 j = 0; j < _surface.h; j++) {