mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-10-17 15:21:43 +00:00
Renderer colors now have floating point precision
This commit is contained in:
@@ -141,13 +141,13 @@ static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
|
||||
SDL_RenderFillRect(renderer, &temp);
|
||||
} else {
|
||||
/* Draw two triangles, filled, uniform */
|
||||
SDL_Color color;
|
||||
SDL_FColor color;
|
||||
SDL_Vertex verts[3];
|
||||
SDL_zeroa(verts);
|
||||
color.r = 0xFF;
|
||||
color.g = 0xFF;
|
||||
color.b = 0xFF;
|
||||
color.a = 0xFF;
|
||||
color.r = 1.0f;
|
||||
color.g = 1.0f;
|
||||
color.b = 1.0f;
|
||||
color.a = 1.0f;
|
||||
|
||||
verts[0].position.x = temp.x;
|
||||
verts[0].position.y = temp.y;
|
||||
@@ -243,9 +243,9 @@ static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
|
||||
SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 6);
|
||||
SDL_Vertex *verts2 = verts;
|
||||
if (verts) {
|
||||
SDL_Color color;
|
||||
SDL_GetTextureColorMod(sprite, &color.r, &color.g, &color.b);
|
||||
SDL_GetTextureAlphaMod(sprite, &color.a);
|
||||
SDL_FColor color;
|
||||
SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b);
|
||||
SDL_GetTextureAlphaModFloat(sprite, &color.a);
|
||||
for (i = 0; i < num_sprites; ++i) {
|
||||
position = &positions[i];
|
||||
/* 0 */
|
||||
@@ -314,9 +314,9 @@ static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
|
||||
int *indices2 = indices;
|
||||
if (verts && indices) {
|
||||
int pos = 0;
|
||||
SDL_Color color;
|
||||
SDL_GetTextureColorMod(sprite, &color.r, &color.g, &color.b);
|
||||
SDL_GetTextureAlphaMod(sprite, &color.a);
|
||||
SDL_FColor color;
|
||||
SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b);
|
||||
SDL_GetTextureAlphaModFloat(sprite, &color.a);
|
||||
for (i = 0; i < num_sprites; ++i) {
|
||||
position = &positions[i];
|
||||
/* 0 */
|
||||
|
Reference in New Issue
Block a user