Fixed some places using SDL_SetRenderDrawColor() instead of SDL_SetRenderDrawColorFloat()

This commit is contained in:
Sam Lantinga
2024-01-31 10:25:50 -08:00
parent 4b3c530dd1
commit 77549dc91e

View File

@@ -2437,7 +2437,7 @@ static void SDL_RenderLogicalBorders(SDL_Renderer *renderer)
SDL_FColor saved_color = renderer->color; SDL_FColor saved_color = renderer->color;
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE); SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); SDL_SetRenderDrawColorFloat(renderer, 0.0f, 0.0f, 0.0f, 1.0f);
if (dst->x > 0.0f) { if (dst->x > 0.0f) {
SDL_FRect rect; SDL_FRect rect;
@@ -2468,7 +2468,7 @@ static void SDL_RenderLogicalBorders(SDL_Renderer *renderer)
} }
SDL_SetRenderDrawBlendMode(renderer, saved_blend_mode); SDL_SetRenderDrawBlendMode(renderer, saved_blend_mode);
SDL_SetRenderDrawColor(renderer, saved_color.r, saved_color.g, saved_color.b, saved_color.a); SDL_SetRenderDrawColorFloat(renderer, saved_color.r, saved_color.g, saved_color.b, saved_color.a);
} }
} }
@@ -3726,11 +3726,11 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
int prev[3]; /* Previous triangle vertex indices */ int prev[3]; /* Previous triangle vertex indices */
int texw = 0, texh = 0; int texw = 0, texh = 0;
SDL_BlendMode blendMode = SDL_BLENDMODE_NONE; SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
Uint8 r = 0, g = 0, b = 0, a = 0; float r = 0, g = 0, b = 0, a = 0;
/* Save */ /* Save */
SDL_GetRenderDrawBlendMode(renderer, &blendMode); SDL_GetRenderDrawBlendMode(renderer, &blendMode);
SDL_GetRenderDrawColor(renderer, &r, &g, &b, &a); SDL_GetRenderDrawColorFloat(renderer, &r, &g, &b, &a);
if (texture) { if (texture) {
SDL_QueryTexture(texture, NULL, NULL, &texw, &texh); SDL_QueryTexture(texture, NULL, NULL, &texw, &texh);
@@ -4014,7 +4014,7 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
end: end:
/* Restore */ /* Restore */
SDL_SetRenderDrawBlendMode(renderer, blendMode); SDL_SetRenderDrawBlendMode(renderer, blendMode);
SDL_SetRenderDrawColor(renderer, r, g, b, a); SDL_SetRenderDrawColorFloat(renderer, r, g, b, a);
return retval; return retval;
} }