float color changes
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@@ -116,10 +116,10 @@ fx_draw_tri(GLcontext * ctx, const fxVertex * v0, const fxVertex * v1,
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#define FX_COLOR(vert, c) { \
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GLubyte *col = c; \
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vert->v.r=UBYTE_COLOR_TO_FLOAT_255_COLOR(col[0]); \
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vert->v.g=UBYTE_COLOR_TO_FLOAT_255_COLOR(col[1]); \
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vert->v.b=UBYTE_COLOR_TO_FLOAT_255_COLOR(col[2]); \
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vert->v.a=UBYTE_COLOR_TO_FLOAT_255_COLOR(col[3]); \
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vert->v.r = col[0] * 255; \
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vert->v.g = col[1] * 255; \
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vert->v.b = col[2] * 255; \
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vert->v.a = col[3] * 255; \
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}
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#define FX_COPY_COLOR( dst, src ) { \
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@@ -35,10 +35,10 @@ NAME(GLcontext * ctx, GLuint start, GLuint end)
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struct vertex_buffer *VB = &TNL_CONTEXT(ctx)->vb;
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GLuint tmu0_source = fxMesa->tmu_source[0];
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GLuint tmu1_source = fxMesa->tmu_source[1];
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GLfloat(*tmu0_data)[4];
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GLfloat(*tmu1_data)[4];
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GLubyte(*color)[4];
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GLfloat(*proj)[4] = VB->ProjectedClipPtr->data;
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GLfloat (*tmu0_data)[4];
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GLfloat (*tmu1_data)[4];
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GLfloat (*color)[4];
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GLfloat (*proj)[4] = VB->ProjectedClipPtr->data;
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fxVertex *v = &verts[start];
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GLfloat sscale0 = fxMesa->s0scale;
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GLfloat tscale0 = fxMesa->t0scale;
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@@ -54,8 +54,8 @@ NAME(GLcontext * ctx, GLuint start, GLuint end)
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if (IND & SETUP_TMU1)
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tmu1_data = VB->TexCoordPtr[tmu1_source]->data;
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if (IND & SETUP_RGBA)
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color = VB->ColorPtr[0]->data;
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if (IND & SETUP_RGBA)
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color = VB->ColorPtr[0]->Ptr;
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if (VB->ClipOrMask) {
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for (i = start; i < end; i++, v++) {
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@@ -80,10 +80,10 @@ NAME(GLcontext * ctx, GLuint start, GLuint end)
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}
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}
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if (IND & SETUP_RGBA) {
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UBYTE_COLOR_TO_FLOAT_255_COLOR2(v->v.r, color[i][0]);
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UBYTE_COLOR_TO_FLOAT_255_COLOR2(v->v.g, color[i][1]);
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UBYTE_COLOR_TO_FLOAT_255_COLOR2(v->v.b, color[i][2]);
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UBYTE_COLOR_TO_FLOAT_255_COLOR2(v->v.a, color[i][3]);
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v->v.r = color[i][0] * 255.0;
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v->v.g = color[i][1] * 255.0;
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v->v.b = color[i][2] * 255.0;
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v->v.a = color[i][3] * 255.0;
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}
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if (IND & SETUP_TMU0) {
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v->v.tmuvtx[0].sow = sscale0 * tmu0_data[i][0] * v->v.oow;
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@@ -118,10 +118,10 @@ NAME(GLcontext * ctx, GLuint start, GLuint end)
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}
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}
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if (IND & SETUP_RGBA) {
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UBYTE_COLOR_TO_FLOAT_255_COLOR2(v->v.r, color[i][0]);
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UBYTE_COLOR_TO_FLOAT_255_COLOR2(v->v.g, color[i][1]);
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UBYTE_COLOR_TO_FLOAT_255_COLOR2(v->v.b, color[i][2]);
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UBYTE_COLOR_TO_FLOAT_255_COLOR2(v->v.a, color[i][3]);
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v->v.r = color[i][0] * 255.0;
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v->v.g = color[i][1] * 255.0;
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v->v.b = color[i][2] * 255.0;
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v->v.a = color[i][3] * 255.0;
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}
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if (IND & SETUP_TMU0) {
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v->v.tmuvtx[0].sow = sscale0 * tmu0_data[i][0] * v->v.oow;
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