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More correct usage of SDL_Palette
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8f2da66a18
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@ -174,13 +174,12 @@ SDL_Surface * CDefHandler::getSprite (int SIndex, const ui8 * FDef, const SDL_Co
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BaseOffset += sizeof(SSpriteDef);
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int BaseOffsetor = BaseOffset;
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if(SDL_SetPaletteColors(ret->format->palette,palette,0,256) != 0)
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{
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logGlobal->errorStream() << __FUNCTION__ <<": Unable to set palette";
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logGlobal->errorStream() << SDL_GetError();
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}
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SDL_Palette * p = SDL_AllocPalette(256);
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SDL_SetPaletteColors(p, palette, 0, 256);
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SDL_SetSurfacePalette(ret, p);
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SDL_FreePalette(p);
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int ftcp=0;
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// If there's a margin anywhere, just blank out the whole surface.
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@ -355,7 +355,11 @@ void SDLImageLoader::init(Point SpriteSize, Point Margins, Point FullSize, SDL_C
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image->fullSize = FullSize;
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//Prepare surface
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SDL_SetColors(image->surf, pal, 0, 256);
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SDL_Palette * p = SDL_AllocPalette(256);
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SDL_SetPaletteColors(p, pal, 0, 256);
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SDL_SetSurfacePalette(image->surf, p);
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SDL_FreePalette(p);
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SDL_LockSurface(image->surf);
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lineStart = position = (ui8*)image->surf->pixels;
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}
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