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authorCameron Cawley2019-11-09 14:52:05 +0000
committerFilippos Karapetis2019-11-10 01:25:46 +0200
commitd1fa1154fe5758fe48928062ff9b43d1bcfc7770 (patch)
treeab6e301f5a000c0fdeea52a83c0a92b59b55d68a /backends/graphics/opengl
parenta00ccb215fcf5657aea797877285c1e7e6cac5f0 (diff)
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BACKENDS: Fix using fillScreen in non-paletted screen modes
Diffstat (limited to 'backends/graphics/opengl')
-rw-r--r--backends/graphics/opengl/opengl-graphics.cpp5
1 files changed, 0 insertions, 5 deletions
diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp
index 9d11925613..f40b84c2bf 100644
--- a/backends/graphics/opengl/opengl-graphics.cpp
+++ b/backends/graphics/opengl/opengl-graphics.cpp
@@ -452,11 +452,6 @@ void OpenGLGraphicsManager::copyRectToScreen(const void *buf, int pitch, int x,
}
void OpenGLGraphicsManager::fillScreen(uint32 col) {
- // FIXME: This does not conform to the OSystem specs because fillScreen
- // is always taking CLUT8 color values and use color indexed mode. This is,
- // however, plain odd and probably was a forgotten when we introduced
- // RGB support. Thus, we simply do the "sane" thing here and hope OSystem
- // gets fixed one day.
_gameScreen->fill(col);
}