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Fixes #112: Backbuffer is always 32bpp
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@@ -148,9 +148,9 @@ int main(int argc, char *argv[])
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graphics.images.push_back(graphics.grphx.im_image12);
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const SDL_PixelFormat* fmt = gameScreen.GetFormat();
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graphics.backBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE ,320 ,240 ,32,fmt->Rmask,fmt->Gmask,fmt->Bmask,fmt->Amask ) ;
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graphics.backBuffer = SDL_CreateRGBSurface(SDL_SWSURFACE, 320, 240, fmt->BitsPerPixel, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask);
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SDL_SetSurfaceBlendMode(graphics.backBuffer, SDL_BLENDMODE_NONE);
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graphics.footerbuffer = SDL_CreateRGBSurface(SDL_SWSURFACE, 320, 10, 32, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask);
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graphics.footerbuffer = SDL_CreateRGBSurface(SDL_SWSURFACE, 320, 10, fmt->BitsPerPixel, fmt->Rmask, fmt->Gmask, fmt->Bmask, fmt->Amask);
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SDL_SetSurfaceBlendMode(graphics.footerbuffer, SDL_BLENDMODE_BLEND);
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SDL_SetSurfaceAlphaMod(graphics.footerbuffer, 127);
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FillRect(graphics.footerbuffer, SDL_MapRGB(fmt, 0, 0, 0));
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