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
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12 changed files with 23 additions and 58 deletions
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@ -59,10 +59,10 @@ const Graphics::Surface *LightFx::draw(const Graphics::Surface &srcSubRect) {
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if (_pos < 0) {
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uint8 cc = ((-_pos) & 0x1F) << 3;
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dcolor = _engine->_pixelFormat.RGBToColor(cc, cc, cc);
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dcolor = _engine->_resourcePixelFormat.RGBToColor(cc, cc, cc);
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} else {
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uint8 cc = (_pos & 0x1F) << 3;
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dcolor = _engine->_pixelFormat.RGBToColor(cc, cc, cc);
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dcolor = _engine->_resourcePixelFormat.RGBToColor(cc, cc, cc);
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}
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for (uint16 j = 0; j < _surface.h; j++) {
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