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authorFilippos Karapetis2014-12-24 22:54:24 +0200
committerFilippos Karapetis2014-12-24 22:56:56 +0200
commit5f8418394b925adfc62ee6d180515157190a8cd9 (patch)
tree2418c3c72c1117ca484cc00c69291357f23904d1 /engines/zvision/graphics/cursors
parente8e21fabe4dbe4effdfb3df05fd3fae75940f1c5 (diff)
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ZVISION: Set all the internal graphics operations to use RGB555 (2/2)
This is the second part of the changes to make the engine use RGB555 internally again. This is done to simplify the rendering pipeline - the engine will use RGB555 internally, but will output to RGB565. The overall changes have been broken into two commits, with this commit finishing all the changes. This is needed, as the game uses RGB555 graphics internally, but its AVI animations (full screen and in-game) use RGB565
Diffstat (limited to 'engines/zvision/graphics/cursors')
-rw-r--r--engines/zvision/graphics/cursors/cursor_manager.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/engines/zvision/graphics/cursors/cursor_manager.cpp b/engines/zvision/graphics/cursors/cursor_manager.cpp
index a197c7ed87..c364426bad 100644
--- a/engines/zvision/graphics/cursors/cursor_manager.cpp
+++ b/engines/zvision/graphics/cursors/cursor_manager.cpp
@@ -106,7 +106,7 @@ void CursorManager::initialize() {
}
void CursorManager::changeCursor(const ZorkCursor &cursor) {
- CursorMan.replaceCursor(cursor.getSurface(), cursor.getWidth(), cursor.getHeight(), cursor.getHotspotX(), cursor.getHotspotY(), cursor.getKeyColor(), false, _pixelFormat);
+ CursorMan.replaceCursor(cursor.getSurface(), cursor.getWidth(), cursor.getHeight(), cursor.getHotspotX(), cursor.getHotspotY(), cursor.getKeyColor(), false, &_pixelFormat);
}
void CursorManager::cursorDown(bool pushed) {