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author | Colin Snover | 2017-07-05 17:50:57 -0500 |
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committer | Colin Snover | 2017-07-06 19:12:40 -0500 |
commit | 12d24d5b46cc4017b159040da6f42c9cfde5cbf7 (patch) | |
tree | 77c26819425b861aeed3a2cd4e51eaa1e2bfabd6 /engines | |
parent | 3f0e061eaa272c3f6bc284d8e837870e132d9dcc (diff) | |
download | scummvm-rg350-12d24d5b46cc4017b159040da6f42c9cfde5cbf7.tar.gz scummvm-rg350-12d24d5b46cc4017b159040da6f42c9cfde5cbf7.tar.bz2 scummvm-rg350-12d24d5b46cc4017b159040da6f42c9cfde5cbf7.zip |
SCI32: Fix bad palette entries when built without USE_RGB_COLOR
This is only a problem for the Windows games that need some
palette entries to be ignored.
Diffstat (limited to 'engines')
-rw-r--r-- | engines/sci/graphics/palette32.cpp | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/engines/sci/graphics/palette32.cpp b/engines/sci/graphics/palette32.cpp index 339461d157..d7f6710e12 100644 --- a/engines/sci/graphics/palette32.cpp +++ b/engines/sci/graphics/palette32.cpp @@ -527,6 +527,12 @@ void GfxPalette32::updateHardware() { } } +#ifndef USE_RGB_COLOR + // When creating a raw palette on the stack, any skipped area of the palette + // needs to be blacked out or else it will contain garbage memory + memset(bpal + (maxIndex + 1) * 3, 0, (255 - maxIndex - 1) * 3); +#endif + if (g_sci->getPlatform() != Common::kPlatformMacintosh) { // The last color must always be white bpal[255 * 3 ] = 255; |