Making CColor use floats instead of u8s

This commit is contained in:
parax0
2015-12-16 03:28:40 -07:00
parent f11a8b938b
commit 6b8966f0b9
24 changed files with 267 additions and 269 deletions

View File

@@ -163,9 +163,9 @@ void CScriptNode::Draw(ERenderOptions Options, int ComponentIndex, const SViewIn
// Draw model if possible!
if (mpActiveModel)
{
if (mpExtra) CGraphics::sPixelBlock.TevColor = mpExtra->TevColor().ToVector4f();
else CGraphics::sPixelBlock.TevColor = CColor::skWhite.ToVector4f();
CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo).ToVector4f();
if (mpExtra) CGraphics::sPixelBlock.TevColor = mpExtra->TevColor();
else CGraphics::sPixelBlock.TevColor = CColor::skWhite;
CGraphics::sPixelBlock.TintColor = TintColor(ViewInfo);
CGraphics::UpdatePixelBlock();
if (ComponentIndex < 0)
@@ -447,7 +447,7 @@ void CScriptNode::GeneratePosition()
CColor CScriptNode::WireframeColor() const
{
return CColor((u8) 12, 135, 194, 255);
return CColor::Integral(12, 135, 194);
}
CScriptObject* CScriptNode::Object() const