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Re: [pygame] BLEND_RGBA_MULT bug on Macintosh?



On, Thu Dec 11, 2008, Lenard Lindstrom wrote:

> Hi James,
> 
> I don't have this problem with my antiquated PC. It is an endian issue, 
> sort of. The rgba mult code is faulty. For a 4 byte source and 
> destination surface the blit assumes both have identical masks. Not 
> true. For my Intel machine I get this:
[...]

That applies to all blend modes for 4 bpp surfaces. We have to respect the
RGB layout there.

Regards
Marcus

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