Renderer backends use SDL_Color instead of int for geometry colors.
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086c74556d
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3a5e148b13
14 changed files with 106 additions and 83 deletions
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@ -1615,12 +1615,11 @@ D3D11_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
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{
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VertexPositionColor *verts = (VertexPositionColor *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertexPositionColor), 0, &cmd->data.draw.first);
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int i;
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const SDL_Color color = {
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.r = cmd->data.draw.r,
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.g = cmd->data.draw.g,
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.b = cmd->data.draw.b,
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.a = cmd->data.draw.a
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};
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SDL_Color color;
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color.r = cmd->data.draw.r;
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color.g = cmd->data.draw.g;
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color.b = cmd->data.draw.b;
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color.a = cmd->data.draw.a;
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if (!verts) {
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return -1;
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@ -1642,7 +1641,7 @@ D3D11_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
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static int
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D3D11_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
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int num_vertices, const void *indices, int num_indices, int size_indices,
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float scale_x, float scale_y)
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{
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