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author | Torbjörn Andersson | 2009-02-16 06:02:21 +0000 |
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committer | Torbjörn Andersson | 2009-02-16 06:02:21 +0000 |
commit | de0c772a01382eeb93a9977feb096a505123e75b (patch) | |
tree | 24ea4694bc5a1bab9fb60f8beb2c3b943367ef44 /engines | |
parent | 7fc7234312b0e056a3172d3c88cad346bb128b10 (diff) | |
download | scummvm-rg350-de0c772a01382eeb93a9977feb096a505123e75b.tar.gz scummvm-rg350-de0c772a01382eeb93a9977feb096a505123e75b.tar.bz2 scummvm-rg350-de0c772a01382eeb93a9977feb096a505123e75b.zip |
Blank the palette correctly. (Fixes Valgrind warning.)
svn-id: r38343
Diffstat (limited to 'engines')
-rw-r--r-- | engines/sword1/animation.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/engines/sword1/animation.cpp b/engines/sword1/animation.cpp index 1b402c5455..47997b6810 100644 --- a/engines/sword1/animation.cpp +++ b/engines/sword1/animation.cpp @@ -181,13 +181,13 @@ void MoviePlayer::play(void) { _system->delayMillis(100); // It's tempting to call _screen->fullRefresh() here to restore the old - // palette. However, that causes glitches with DXA movies, here the + // palette. However, that causes glitches with DXA movies, where the // previous location would be momentarily drawn, before switching to // the new one. Work around this by setting the palette to black. - byte pal[3 * 256]; + byte pal[4 * 256]; memset(pal, 0, sizeof(pal)); - _system->setPalette(pal, 0, 255); + _system->setPalette(pal, 0, 256); } void MoviePlayer::performPostProcessing(byte *screen) { |