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https://github.com/libsdl-org/SDL.git
synced 2026-02-11 14:28:39 +00:00
Fixed some places using SDL_SetRenderDrawColor() instead of SDL_SetRenderDrawColorFloat()
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@@ -2437,7 +2437,7 @@ static void SDL_RenderLogicalBorders(SDL_Renderer *renderer)
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SDL_FColor saved_color = renderer->color;
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
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SDL_SetRenderDrawColorFloat(renderer, 0.0f, 0.0f, 0.0f, 1.0f);
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if (dst->x > 0.0f) {
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SDL_FRect rect;
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@@ -2468,7 +2468,7 @@ static void SDL_RenderLogicalBorders(SDL_Renderer *renderer)
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}
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SDL_SetRenderDrawBlendMode(renderer, saved_blend_mode);
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SDL_SetRenderDrawColor(renderer, saved_color.r, saved_color.g, saved_color.b, saved_color.a);
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SDL_SetRenderDrawColorFloat(renderer, saved_color.r, saved_color.g, saved_color.b, saved_color.a);
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}
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}
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@@ -3726,11 +3726,11 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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int prev[3]; /* Previous triangle vertex indices */
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int texw = 0, texh = 0;
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SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
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Uint8 r = 0, g = 0, b = 0, a = 0;
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float r = 0, g = 0, b = 0, a = 0;
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/* Save */
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SDL_GetRenderDrawBlendMode(renderer, &blendMode);
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SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a);
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SDL_GetRenderDrawColorFloat(renderer, &r, &g, &b, &a);
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if (texture) {
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SDL_QueryTexture(texture, NULL, NULL, &texw, &texh);
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@@ -4014,7 +4014,7 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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end:
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/* Restore */
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SDL_SetRenderDrawBlendMode(renderer, blendMode);
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SDL_SetRenderDrawColor(renderer, r, g, b, a);
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SDL_SetRenderDrawColorFloat(renderer, r, g, b, a);
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return retval;
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}
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