Mercurial > sdl-ios-xcode
comparison src/SDL_compat.c @ 4896:d72e28642940
Code will never reach SDL_SetTexturePalette since SDL_SetDisplayPalette
will fail if the display e.g. is RGB32 or RGB24. The patch will ignore
errors in SDL_SetDislayPalette.
This should also affect the opengl renderer on systems supporting
paletted textures - mine does not (NVIDIA).
With this patch the directfb drivers delivers the same results for
test_palette like the software renderer.
Kind regards,
André
author | Sam Lantinga <slouken@libsdl.org> |
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date | Mon, 27 Sep 2010 00:48:56 -0700 |
parents | 518d1679d2d0 |
children | deadc1219bea |
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4895:fd27410a5db0 | 4896:d72e28642940 |
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319 SDL_UpdateRect(SDL_ShadowSurface, 0, 0, 0, 0); | 319 SDL_UpdateRect(SDL_ShadowSurface, 0, 0, 0, 0); |
320 } | 320 } |
321 } | 321 } |
322 if (userdata == SDL_VideoSurface) { | 322 if (userdata == SDL_VideoSurface) { |
323 if (SDL_SetDisplayPalette(palette->colors, 0, palette->ncolors) < 0) { | 323 if (SDL_SetDisplayPalette(palette->colors, 0, palette->ncolors) < 0) { |
324 return -1; | 324 /* The display surface not necessarily needs to have a palette. |
325 * Just do nothing here and try to set the texture palette. | |
326 */ | |
327 //return -1; | |
325 } | 328 } |
326 if (SDL_SetTexturePalette | 329 if (SDL_SetTexturePalette |
327 (SDL_VideoTexture, palette->colors, 0, palette->ncolors) < 0) { | 330 (SDL_VideoTexture, palette->colors, 0, palette->ncolors) < 0) { |
328 return -1; | 331 return -1; |
329 } | 332 } |