Replaces glColor4f with glColor4ub in internal code
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1174 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
parent
0f7cb43902
commit
374af05d5f
@ -388,7 +388,7 @@ void Drawable::Draw(RenderTarget& target) const
|
|||||||
}
|
}
|
||||||
|
|
||||||
// Set color
|
// Set color
|
||||||
GLCheck(glColor4f(myColor.r / 255.f, myColor.g / 255.f, myColor.b / 255.f, myColor.a / 255.f));
|
GLCheck(glColor4ub(myColor.r, myColor.g, myColor.b, myColor.a));
|
||||||
|
|
||||||
// Let the derived class render the object geometry
|
// Let the derived class render the object geometry
|
||||||
Render(target);
|
Render(target);
|
||||||
|
@ -299,7 +299,7 @@ void PostFX::Render(RenderTarget& target) const
|
|||||||
it++;
|
it++;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Compute the texture coordinates (in case the texture is larger than the screen, or flipped)
|
// Compute the texture coordinates (it may not be (0, 0, 1, 1) if the texture is padded or flipped)
|
||||||
IntRect frameBufferRect(0, 0, myFrameBuffer.GetWidth(), myFrameBuffer.GetHeight());
|
IntRect frameBufferRect(0, 0, myFrameBuffer.GetWidth(), myFrameBuffer.GetHeight());
|
||||||
FloatRect texCoords = myFrameBuffer.GetTexCoords(frameBufferRect);
|
FloatRect texCoords = myFrameBuffer.GetTexCoords(frameBufferRect);
|
||||||
|
|
||||||
|
@ -302,13 +302,13 @@ void Shape::Render(RenderTarget&) const
|
|||||||
for (std::vector<Point>::const_iterator i = myPoints.begin(); i != myPoints.end(); ++i)
|
for (std::vector<Point>::const_iterator i = myPoints.begin(); i != myPoints.end(); ++i)
|
||||||
{
|
{
|
||||||
Color color = i->Col * GetColor();
|
Color color = i->Col * GetColor();
|
||||||
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
|
glColor4ub(color.r, color.g, color.b, color.a);
|
||||||
glVertex2f(i->Position.x, i->Position.y);
|
glVertex2f(i->Position.x, i->Position.y);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Close the shape by duplicating the first point at the end
|
// Close the shape by duplicating the first point at the end
|
||||||
Color color = myPoints[1].Col * GetColor();
|
Color color = myPoints[1].Col * GetColor();
|
||||||
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
|
glColor4ub(color.r, color.g, color.b, color.a);
|
||||||
glVertex2f(myPoints[1].Position.x, myPoints[1].Position.y);
|
glVertex2f(myPoints[1].Position.x, myPoints[1].Position.y);
|
||||||
}
|
}
|
||||||
glEnd();
|
glEnd();
|
||||||
@ -322,17 +322,17 @@ void Shape::Render(RenderTarget&) const
|
|||||||
for (std::size_t i = 1; i < myPoints.size(); ++i)
|
for (std::size_t i = 1; i < myPoints.size(); ++i)
|
||||||
{
|
{
|
||||||
Color color = myPoints[i].OutlineCol * GetColor();
|
Color color = myPoints[i].OutlineCol * GetColor();
|
||||||
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
|
glColor4ub(color.r, color.g, color.b, color.a);
|
||||||
glVertex2f(myPoints[i].Position.x, myPoints[i].Position.y);
|
glVertex2f(myPoints[i].Position.x, myPoints[i].Position.y);
|
||||||
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
|
glColor4ub(color.r, color.g, color.b, color.a);
|
||||||
glVertex2f(myPoints[i].Position.x + myPoints[i].Normal.x * myOutline, myPoints[i].Position.y + myPoints[i].Normal.y * myOutline);
|
glVertex2f(myPoints[i].Position.x + myPoints[i].Normal.x * myOutline, myPoints[i].Position.y + myPoints[i].Normal.y * myOutline);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Close the shape by duplicating the first point at the end
|
// Close the shape by duplicating the first point at the end
|
||||||
Color color = myPoints[1].OutlineCol * GetColor();
|
Color color = myPoints[1].OutlineCol * GetColor();
|
||||||
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
|
glColor4ub(color.r, color.g, color.b, color.a);
|
||||||
glVertex2f(myPoints[1].Position.x, myPoints[1].Position.y);
|
glVertex2f(myPoints[1].Position.x, myPoints[1].Position.y);
|
||||||
glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
|
glColor4ub(color.r, color.g, color.b, color.a);
|
||||||
glVertex2f(myPoints[1].Position.x + myPoints[1].Normal.x * myOutline, myPoints[1].Position.y + myPoints[1].Normal.y * myOutline);
|
glVertex2f(myPoints[1].Position.x + myPoints[1].Normal.x * myOutline, myPoints[1].Position.y + myPoints[1].Normal.y * myOutline);
|
||||||
}
|
}
|
||||||
glEnd();
|
glEnd();
|
||||||
|
Loading…
Reference in New Issue
Block a user