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https://github.com/AxioDL/PrimeWorldEditor.git
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Making CColor use floats instead of u8s
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@@ -201,7 +201,7 @@ void CDamageableTriggerExtra::AddToRenderer(CRenderer *pRenderer, const SViewInf
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void CDamageableTriggerExtra::Draw(ERenderOptions Options, int /*ComponentIndex*/, const SViewInfo& ViewInfo)
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{
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LoadModelMatrix();
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CGraphics::sPixelBlock.TintColor = mpParent->TintColor(ViewInfo).ToVector4f();
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CGraphics::sPixelBlock.TintColor = mpParent->TintColor(ViewInfo);
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mpMat->SetCurrent(Options);
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// Note: The plane the game renders this onto is 5x4.5, which is why we divide the tex coords by this value
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@@ -67,8 +67,8 @@ void CDoorExtra::Draw(ERenderOptions Options, int ComponentIndex, const SViewInf
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if (mpShieldColorProp)
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Tint *= mpShieldColorProp->Get();
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CGraphics::sPixelBlock.TintColor = Tint.ToVector4f();
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CGraphics::sPixelBlock.TevColor = CColor::skWhite.ToVector4f();
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CGraphics::sPixelBlock.TintColor = Tint;
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CGraphics::sPixelBlock.TevColor = CColor::skWhite;
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CGraphics::UpdatePixelBlock();
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if (ComponentIndex < 0)
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@@ -1,7 +1,7 @@
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#include "CPointOfInterestExtra.h"
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const CColor CPointOfInterestExtra::skRegularColor ((u32) 0xFF7000FF);
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const CColor CPointOfInterestExtra::skImportantColor((u32) 0xFF0000FF);
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const CColor CPointOfInterestExtra::skRegularColor = CColor::Integral(0xFF,0x70,0x00);
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const CColor CPointOfInterestExtra::skImportantColor = CColor::Integral(0xFF,0x00,0x00);
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CPointOfInterestExtra::CPointOfInterestExtra(CScriptObject *pInstance, CSceneManager *pScene, CSceneNode *pParent)
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: CScriptExtra(pInstance, pScene, pParent)
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