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Renderer backends use SDL_Color instead of int for geometry colors.
This commit is contained in:

committed by
Sam Lantinga

parent
086c74556d
commit
3a5e148b13
@@ -545,7 +545,6 @@ QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int cou
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const int num_indices = 6 * count;
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const int size_indices = 4;
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int cur_indice = 0;
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int color = (renderer->color.r << 0) | (renderer->color.g << 8) | (renderer->color.b << 16) | ((Uint32)renderer->color.a << 24);
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for (i = 0; i < count; ++i) {
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float minx, miny, maxx, maxy;
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@@ -574,7 +573,7 @@ QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int cou
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}
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retval = renderer->QueueGeometry(renderer, cmd, NULL,
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xy, xy_stride, &color, 0 /* color_stride */, NULL, 0,
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xy, xy_stride, &renderer->color, 0 /* color_stride */, NULL, 0,
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num_vertices, indices, num_indices, size_indices,
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1.0f, 1.0f);
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@@ -640,7 +639,7 @@ QueueCmdGeometry(SDL_Renderer *renderer, SDL_Texture *texture,
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if (cmd != NULL) {
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retval = renderer->QueueGeometry(renderer, cmd, texture,
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xy, xy_stride,
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(const int *)color, color_stride, uv, uv_stride,
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color, color_stride, uv, uv_stride,
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num_vertices, indices, num_indices, size_indices,
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scale_x, scale_y);
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if (retval < 0) {
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