A few minor tweaks in the GL code.

git-svn-id: svn://svn.code.sf.net/p/stella/code/trunk@1678 8b62c5a3-ac7e-4cc8-8f21-d9a121418aba
This commit is contained in:
stephena 2009-03-12 15:37:07 +00:00
parent 548af979de
commit b12dc3a7a6
1 changed files with 3 additions and 17 deletions

View File

@ -13,7 +13,7 @@
// See the file "license" for information on usage and redistribution of
// this file, and for a DISCLAIMER OF ALL WARRANTIES.
//
// $Id: FrameBufferGL.cxx,v 1.138 2009-01-26 15:05:25 stephena Exp $
// $Id: FrameBufferGL.cxx,v 1.139 2009-03-12 15:37:07 stephena Exp $
//============================================================================
#ifdef DISPLAY_OPENGL
@ -74,7 +74,7 @@ FrameBufferGL::FrameBufferGL(OSystem* osystem)
// We need a pixel format for palette value calculations
// It's done this way (vs directly accessing a FBSurfaceGL object)
// since the structure may be needed before any FBSurface's have
// be created
// been created
SDL_Surface* s = SDL_CreateRGBSurface(SDL_SWSURFACE, 1, 1, 16,
0x00007c00, 0x000003e0, 0x0000001f, 0x00000000);
myPixelFormat = *(s->format);
@ -507,21 +507,7 @@ FBSurfaceGL::FBSurfaceGL(FrameBufferGL& buffer,
myTexture = SDL_CreateRGBSurface(SDL_SWSURFACE,
myTexWidth, myTexHeight, 16,
0x00007c00, 0x000003e0, 0x0000001f, 0x00000000);
switch(myTexture->format->BytesPerPixel)
{
case 2: // 16-bit
myPitch = myTexture->pitch/2;
break;
case 3: // 24-bit
myPitch = myTexture->pitch;
break;
case 4: // 32-bit
myPitch = myTexture->pitch/4;
break;
default:
break;
}
myPitch = myTexture->pitch >> 1;
// Associate the SDL surface with a GL texture object
reload();