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Remove depth field from SDL_CreateRGBSurfaceWithFormat and SDL_Create… (#6685)
* Remove depth field from SDL_CreateRGBSurfaceWithFormat and SDL_CreateRGBSurfaceWithFormatFrom * Removed unused 'flags' parameter from SDL_CreateRGBSurface and SDL_CreateRGBSurfaceWithFormat * Removed unused 'flags' parameter from SDL_ConvertSurface and SDL_ConvertSurfaceFormat
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@@ -343,7 +343,7 @@ initializeTexture()
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&Bmask, &Amask);
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/* Create surface that will hold pixels passed into OpenGL */
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bmp_surface_rgba8888 =
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SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask,
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SDL_CreateRGBSurface(bmp_surface->w, bmp_surface->h, bpp, Rmask,
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Gmask, Bmask, Amask);
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/* Blit to this surface, effectively converting the format */
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SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba8888, NULL);
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@@ -178,7 +178,7 @@ loadFont(void)
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SDL_PixelFormatEnumToMasks(format, &bpp, &Rmask, &Gmask, &Bmask,
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&Amask);
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SDL_Surface *converted =
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SDL_CreateRGBSurface(0, surface->w, surface->h, bpp, Rmask, Gmask,
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SDL_CreateRGBSurface(surface->w, surface->h, bpp, Rmask, Gmask,
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Bmask, Amask);
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SDL_BlitSurface(surface, NULL, converted, NULL);
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/* create our texture */
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