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author | Paul Gilbert | 2019-08-01 22:00:29 -0700 |
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committer | Paul Gilbert | 2019-08-01 22:05:40 -0700 |
commit | 8a8ac63636850e18043fb5314c570b672eba2d6e (patch) | |
tree | 13f87e7ed0c25762a431a143d9e8c3ec9e4a8acf /engines/bladerunner/set_effects.h | |
parent | d680b0b02983350c16e106c50aea152eefc6b585 (diff) | |
download | scummvm-rg350-8a8ac63636850e18043fb5314c570b672eba2d6e.tar.gz scummvm-rg350-8a8ac63636850e18043fb5314c570b672eba2d6e.tar.bz2 scummvm-rg350-8a8ac63636850e18043fb5314c570b672eba2d6e.zip |
IMAGE: Add a paletted transparency mode flag to PNGDecoder
Previously, the PNGDecoder would always convert images that
have a palette with a transparent color(s) to a full RGBA
surface automatically. There needed to be a way to diable
this and keep the image paletted for the Glk engine, since
some Infocom V6 game Blorb files reuse the palettes from
previous images, so I couldn't have the decoder using the
dummy palette that comes with the image
Diffstat (limited to 'engines/bladerunner/set_effects.h')
0 files changed, 0 insertions, 0 deletions