Fixed 32bpp base graphics set not working on 16bpp videomode
This commit is contained in:
@@ -451,7 +451,7 @@ static void *AllocateFont(size_t size)
|
||||
static bool GetFontAAState(FontSize size)
|
||||
{
|
||||
/* AA is only supported for 32 bpp */
|
||||
if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() != 32) return false;
|
||||
if (BlitterFactory::GetCurrentBlitter()->GetScreenDepth() != 32 && BlitterFactory::GetCurrentBlitter()->GetScreenDepth() != 16) return false;
|
||||
|
||||
switch (size) {
|
||||
default: NOT_REACHED();
|
||||
|
||||
@@ -398,6 +398,10 @@ static void *ReadSprite(const SpriteCache *sc, SpriteID id, SpriteType sprite_ty
|
||||
/* Try for 32bpp sprites first. */
|
||||
sprite_avail = sprite_loader.LoadSprite(sprite, file_slot, file_pos, sprite_type, true);
|
||||
}
|
||||
if (sprite_type != ST_MAPGEN && BlitterFactory::GetCurrentBlitter()->GetScreenDepth() == 16) {
|
||||
/* 32bpp sprites for 16bpp videomode. */
|
||||
sprite_avail = sprite_loader.LoadSprite(sprite, file_slot, file_pos, sprite_type, true);
|
||||
}
|
||||
if (sprite_avail == 0) {
|
||||
sprite_avail = sprite_loader.LoadSprite(sprite, file_slot, file_pos, sprite_type, false);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user