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authorrubidium <rubidium@openttd.org>2011-12-08 19:37:33 +0000
committerrubidium <rubidium@openttd.org>2011-12-08 19:37:33 +0000
commit61625e53c96572528745b79a63ba614b74c8f301 (patch)
treef748a6f1eb557f7466346597b167607d1ae75413 /src/blitter/32bpp_base.cpp
parent8630e97b4f0d078ca492944f383790979b85f8c1 (diff)
downloadopenttd-61625e53c96572528745b79a63ba614b74c8f301.tar.xz
(svn r23448) -Fix: keep a local copy of the palette in the 32bpp animated blitter so changes of the palette data during the game don't influence drawing (with SDL)
Diffstat (limited to 'src/blitter/32bpp_base.cpp')
-rw-r--r--src/blitter/32bpp_base.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/blitter/32bpp_base.cpp b/src/blitter/32bpp_base.cpp
index 01b3c7d6e..25f572043 100644
--- a/src/blitter/32bpp_base.cpp
+++ b/src/blitter/32bpp_base.cpp
@@ -136,7 +136,7 @@ int Blitter_32bppBase::BufferSize(int width, int height)
return width * height * sizeof(uint32);
}
-void Blitter_32bppBase::PaletteAnimate(uint start, uint count)
+void Blitter_32bppBase::PaletteAnimate(const Palette &palette)
{
/* By default, 32bpp doesn't have palette animation */
}