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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
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@ -388,7 +388,7 @@ void Drawable::Draw(RenderTarget& target) const
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}
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// Set color
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GLCheck(glColor4f(myColor.r / 255.f, myColor.g / 255.f, myColor.b / 255.f, myColor.a / 255.f));
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GLCheck(glColor4ub(myColor.r, myColor.g, myColor.b, myColor.a));
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// Let the derived class render the object geometry
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Render(target);
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@ -299,7 +299,7 @@ void PostFX::Render(RenderTarget& target) const
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it++;
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}
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// Compute the texture coordinates (in case the texture is larger than the screen, or flipped)
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// Compute the texture coordinates (it may not be (0, 0, 1, 1) if the texture is padded or flipped)
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IntRect frameBufferRect(0, 0, myFrameBuffer.GetWidth(), myFrameBuffer.GetHeight());
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FloatRect texCoords = myFrameBuffer.GetTexCoords(frameBufferRect);
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@ -302,13 +302,13 @@ void Shape::Render(RenderTarget&) const
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for (std::vector<Point>::const_iterator i = myPoints.begin(); i != myPoints.end(); ++i)
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{
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Color color = i->Col * GetColor();
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glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2f(i->Position.x, i->Position.y);
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}
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// Close the shape by duplicating the first point at the end
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Color color = myPoints[1].Col * GetColor();
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glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2f(myPoints[1].Position.x, myPoints[1].Position.y);
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}
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glEnd();
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@ -322,17 +322,17 @@ void Shape::Render(RenderTarget&) const
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for (std::size_t i = 1; i < myPoints.size(); ++i)
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{
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Color color = myPoints[i].OutlineCol * GetColor();
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glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2f(myPoints[i].Position.x, myPoints[i].Position.y);
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glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2f(myPoints[i].Position.x + myPoints[i].Normal.x * myOutline, myPoints[i].Position.y + myPoints[i].Normal.y * myOutline);
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}
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// Close the shape by duplicating the first point at the end
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Color color = myPoints[1].OutlineCol * GetColor();
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glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2f(myPoints[1].Position.x, myPoints[1].Position.y);
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glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
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glColor4ub(color.r, color.g, color.b, color.a);
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glVertex2f(myPoints[1].Position.x + myPoints[1].Normal.x * myOutline, myPoints[1].Position.y + myPoints[1].Normal.y * myOutline);
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}
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glEnd();
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