Age | Commit message (Collapse) | Author |
|
|
|
|
|
Eagle_rainbow)
|
|
recolouring to 128.
|
|
|
|
|
|
|
|
far regarding not needing to update the colour mapping when (re)initialising the palette
|
|
|
|
|
|
increase the bytes per pixel
|
|
the amount of compares. This is possible because the function is called with only 2 possible conditions: from 0 to 255 (full palette update, 8bpp only) or from PALETTE_ANIM_START to 255
|
|
|
|
blitter.
|
|
remapping for 32bpp sprites
|
|
out some indirect calls
|
|
blitter so changes of the palette data during the game don't influence drawing (with SDL)
|
|
dirty variables into a single structure
|
|
transparency.
|
|
byte. (frosch)
|
|
|
|
find him at the same place as you can find CTRL+D. Sorry for those who liked to trip while playing OpenTTD; I truly am sorry :D
|
|
don't need to cast to void/non-const before being able to free
|
|
|
|
the alpha and previous colour information will be lost when the palette is animated.
|
|
blitter which OpenTTD uses to decide which blitter to load.
|
|
|
|
missed drawing the first pixel.
|
|
-Remove: the '-i' option for palette selection.
|
|
|
|
as it does not belong to the other PALETTE_TO_STRUCT_xxx recolourings.
|
|
|
|
Blitter::DrawLine().
|
|
|
|
Blitter_32bppBase::DrawLine() into Blitter::DrawLine().
|
|
|
|
to spritecache.h
|
|
|
|
|
|
|
|
|
|
|
|
if a header require a header make it include that header
|
|
the 32bpp anim blitter triggered palette check of the whole window instead of only the part the got copied back
|
|
was only validated during sprite blitting, other drawing operations didn't check it. Initial startup and window resize could therefore lead to crash.
|
|
|
|
@param to @tparam if necessary
|
|
which were sometimes missing and sometimes just typos
|
|
|
|
|