don't use colorkey for land spray
this fixes
issue #220
--- a/hedgewars/uConsts.pas Fri Sep 29 22:09:11 2017 +0200
+++ b/hedgewars/uConsts.pas Fri Sep 29 22:33:15 2017 +0200
@@ -90,10 +90,11 @@
rqDesyncVBlank= $00000800; // don't sync on vblank
// image flags (for LoadImage())
+ // TODO: discuss whether ifAlpha and ifColorKey are actually needed and if and where we want to support which colorkeys
ifNone = $00000000; // nothing special
ifAlpha = $00000001; // use alpha channel (unused right now?)
ifCritical = $00000002; // image is critical for gameplay (exit game if unable to load)
- ifColorKey = $00000004; // image uses transparent pixels (color keying)
+ ifColorKey = $00000004; // image uses transparent pixels (color keying)
ifIgnoreCaps = $00000008; // ignore hardware capabilities when loading (i.e. image will not be drawn using OpenGL)
// texture priority (allows OpenGL to keep frequently used textures in video memory more easily)
--- a/hedgewars/uLandObjects.pas Fri Sep 29 22:09:11 2017 +0200
+++ b/hedgewars/uLandObjects.pas Fri Sep 29 22:33:15 2017 +0200
@@ -762,7 +762,7 @@
with SprayObjects.objs[Pred(SprayObjects.Count)] do
begin
i:= Pos(',', s);
- Surf:= LoadDataImage(ptCurrTheme, Trim(Copy(s, 1, Pred(i))), ifColorKey or ifIgnoreCaps);
+ Surf:= LoadDataImage(ptCurrTheme, Trim(Copy(s, 1, Pred(i))), ifAlpha or ifIgnoreCaps);
Width:= Surf^.w;
Height:= Surf^.h;
Delete(s, 1, i);