Use SDL_ALPHA_OPAQUE

This commit is contained in:
Clownacy 2019-07-16 00:37:31 +01:00
parent 81eb438482
commit 7c12e7817c

View file

@ -213,7 +213,7 @@ void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned cha
if (red == 0 && green == 0 && blue == 0)
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
else
SDL_SetRenderDrawColor(renderer, red, green, blue, 0xFF);
SDL_SetRenderDrawColor(renderer, red, green, blue, SDL_ALPHA_OPAQUE);
// Draw colour
SDL_SetRenderTarget(renderer, surface->texture);
@ -229,7 +229,7 @@ void Backend_ColourFillToScreen(const RECT *rect, unsigned char red, unsigned ch
RectToSDLRect(rect, &sdl_rect);
// Draw colour
SDL_SetRenderDrawColor(renderer, red, green, blue, 0xFF);
SDL_SetRenderDrawColor(renderer, red, green, blue, SDL_ALPHA_OPAQUE);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
SDL_RenderFillRect(renderer, &sdl_rect);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);