//int16 * backbuffer;
uint32 * backbuffer;
+#if SDL_BYTEORDER == SDL_BIG_ENDIAN
+ #define RMASK 0xFF000000
+ #define GMASK 0x00FF0000
+ #define BMASK 0x0000FF00
+ #define AMASK 0x000000FF
+#else
+ #define RMASK 0x000000FF
+ #define GMASK 0x0000FF00
+ #define BMASK 0x00FF0000
+ #define AMASK 0xFF000000
+#endif
+
+
// One of the reasons why OpenGL is slower then normal SDL rendering, is because
// the data is being pumped into the buffer every frame with a overflow as result.
// So, we going tot render every 1 frame instead of every 0 frame.
// vsWidth = 1280;
//24BPP
// surface = SDL_CreateRGBSurface(SDL_SWSURFACE, VIRTUAL_SCREEN_WIDTH,
- surface = SDL_CreateRGBSurface(SDL_SWSURFACE, vsWidth, vsHeight, 32,
-#if SDL_BYTEORDER == SDL_BIG_ENDIAN
- 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
-#else
- 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
-#endif//*/
+ surface = SDL_CreateRGBSurface(SDL_SWSURFACE, vsWidth, vsHeight, 32, RMASK, GMASK, BMASK, AMASK);
if (surface == NULL)
{
void ResizeScreen(uint32 width, uint32 height)
{
SDL_FreeSurface(surface);
- surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32,
-#if SDL_BYTEORDER == SDL_BIG_ENDIAN
- 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
-#else
- 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000);
-#endif//*/
+ surface = SDL_CreateRGBSurface(SDL_SWSURFACE, width, height, 32, RMASK, GMASK, BMASK, AMASK);
if (surface == NULL)
{