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

@@ -201,7 +201,7 @@ void CDamageableTriggerExtra::AddToRenderer(CRenderer *pRenderer, const SViewInf
void CDamageableTriggerExtra::Draw(ERenderOptions Options, int /*ComponentIndex*/, const SViewInfo& ViewInfo)
{
LoadModelMatrix();
CGraphics::sPixelBlock.TintColor = mpParent->TintColor(ViewInfo).ToVector4f();
CGraphics::sPixelBlock.TintColor = mpParent->TintColor(ViewInfo);
mpMat->SetCurrent(Options);
// Note: The plane the game renders this onto is 5x4.5, which is why we divide the tex coords by this value