(svn r23927) -Fix [FS#5056]: 32bpp animated blitter was optimised a bit too far regarding not needing to update the colour mapping when (re)initialising the palette

replace/41b28d7194a279bdc17475d4fbe2ea6ec885a466
rubidium 13 years ago
parent 1b13eb49dd
commit 0e925c9e5e

@ -417,10 +417,9 @@ void Blitter_32bppAnim::PaletteAnimate(const Palette &palette)
this->palette = palette;
/* If first_dirty is 0, it is for 8bpp indication to send the new
* palette. As we dont do that for 32bpp, ignore that request
* completely */
if (this->palette.first_dirty == 0) return;
assert(this->palette.first_dirty == PALETTE_ANIM_START);
* palette. However, only the animation colours might possibly change.
* Especially when going between toyland and non-toyland. */
assert(this->palette.first_dirty == PALETTE_ANIM_START || this->palette.first_dirty == 0);
const uint16 *anim = this->anim_buf;
uint32 *dst = (uint32 *)_screen.dst_ptr;

@ -21,7 +21,7 @@
EnforcePrecondition(false, text != NULL);
EnforcePrecondition(false, !StrEmpty(text->GetEncodedText()));
EnforcePrecondition(false, type >= NT_ARRIVAL_COMPANY && type <= NT_GENERAL);
EnforcePrecondition(false, type == NT_ECONOMY || type == NT_SUBSIDIES || type == NT_GENERAL);
EnforcePrecondition(false, company == ScriptCompany::COMPANY_INVALID || ScriptCompany::ResolveCompanyID(company) != ScriptCompany::COMPANY_INVALID);
uint8 c = company;

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