Maelstrom: Don't need an alpha channel in the output texture.

https://github.com/libsdl-org/Maelstrom/commit/a7aa2772b6e1c6f0071cec3deb96008f755e618e

From a7aa2772b6e1c6f0071cec3deb96008f755e618e Mon Sep 17 00:00:00 2001
From: Sam Lantinga <[EMAIL REDACTED]>
Date: Fri, 22 Jun 2012 11:39:38 -0400
Subject: [PATCH] Don't need an alpha channel in the output texture.

---
 screenlib/SDL_FrameBuf.cpp | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/screenlib/SDL_FrameBuf.cpp b/screenlib/SDL_FrameBuf.cpp
index ab47ff58..bcccb04e 100644
--- a/screenlib/SDL_FrameBuf.cpp
+++ b/screenlib/SDL_FrameBuf.cpp
@@ -63,7 +63,7 @@ FrameBuf:: Init(int width, int height, Uint32 window_flags, Uint32 render_flags,
 		return(-1);
 	}
 
-	texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, width, height);
+	texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGB888, SDL_TEXTUREACCESS_TARGET, width, height);
 	if (!texture) {
 		SetError("Couldn't create target texture: %s", SDL_GetError());
 		return(-1);