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EMI: Fix tile-loading with new TinyGL-code.
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@ -113,6 +113,7 @@ BitmapData *BitmapData::getBitmapData(const Common::String &fname, Common::Seeka
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BitmapData::BitmapData(const Common::String &fname, Common::SeekableReadStream *data) {
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_fname = fname;
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_refCount = 1;
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_data = 0;
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uint32 tag = data->readUint32BE();
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switch(tag) {
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@ -343,14 +344,16 @@ bool BitmapData::loadTile(const Common::String &fname, Common::SeekableReadStrea
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pixelFormat = Graphics::createPixelFormat<1555>();
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//convertToColorFormat(0, BM_RGBA);
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} else {
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// _pixelFormat = Graphics::createPixelFormat<??>();
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pixelFormat = Graphics::PixelFormat(4, 8,8,8,8, 0, 8, 16, 24);
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_colorFormat = BM_RGBA;
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}
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_width = 640;
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_height = 480;
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_data[0].set(pixelFormat, (byte *)bMap);
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_numImages = 1;
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_data = new Graphics::PixelBuffer[_numImages];
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_data[0].create(pixelFormat, _width * _height, DisposeAfterUse::YES);
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_data[0].set(pixelFormat, (byte *)bMap);
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g_driver->createBitmap(this);
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#endif // ENABLE_MONKEY4
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