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minor fixes to color handling
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9cee52cf81
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@ -306,8 +306,7 @@ void setGLProjection(color_t col) {
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DEBB(DF_GRAPH, (debugfile,"setGLProjection\n"));
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GLERR("pre_setGLProjection");
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unsigned char *c = (unsigned char*) (&col);
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glClearColor(c[2] / 255.0, c[1] / 255.0, c[0]/255.0, 1);
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glClearColor(part(col, 2) / 255.0, part(col, 1) / 255.0, part(col, 0) / 255.0, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GLERR("setGLProjection #1");
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2
hyper.h
2
hyper.h
@ -3716,7 +3716,7 @@ namespace glhr {
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void set_depthtest(bool b);
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glmatrix translate(ld x, ld y, ld z);
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void color2(color_t color, ld part = 1);
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void color2(color_t color, ld scale = 1);
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void be_nontextured(shader_projection sp = new_shader_projection);
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void be_textured(shader_projection sp = new_shader_projection);
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void set_modelview(const glmatrix& m);
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@ -53,7 +53,7 @@ namespace svg {
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}
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}
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char* stylestr(unsigned int fill, unsigned int stroke, ld width=1) {
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char* stylestr(color_t fill, color_t stroke, ld width=1) {
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fixgamma(fill);
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fixgamma(stroke);
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static char buf[600];
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11
shaders.cpp
11
shaders.cpp
@ -340,10 +340,10 @@ void id_modelview() {
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#endif
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void color2(color_t color, ld part) {
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void color2(color_t color, ld scale) {
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GLfloat cols[4];
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for(int i=0; i<4; i++)
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cols[i] = (color >> ((3-i) * 8) & 0xff) / 255.0 * part;
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cols[i] = part(color, 3-i) / 255.0 * scale;
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#if CAP_SHADER
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// glUniform4fv(current->uFog, 4, cols);
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if(!current) return;
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@ -354,12 +354,7 @@ void color2(color_t color, ld part) {
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}
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void colorClear(color_t color) {
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unsigned char *c = (unsigned char*) (&color);
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#if SDL_BYTEORDER == SDL_BIG_ENDIAN
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glClearColor(c[0] / 255.0, c[1] / 255.0, c[2]/255.0, c[3] / 255.0);
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#else
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glClearColor(c[3] / 255.0, c[2] / 255.0, c[1]/255.0, c[0] / 255.0);
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#endif
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glClearColor(part(color, 3) / 255.0, part(color, 2) / 255.0, part(color, 1) / 255.0, part(color, 0) / 255.0);
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}
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void be_nontextured(shader_projection sp) { switch_mode(gmColored, sp); }
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