OpenGL should be fed a clamped color value.

--HG--
branch : gsoc2013-dfighter
hg/feature/gsoc2013-dfighter
dfighter1985 11 years ago
parent 76204a844d
commit 3949c210f6

@ -650,17 +650,32 @@ bool CDriverGL3::setupDynMatPass( uint pass )
break;
case SDynMaterialProp::Color:
{
float v[ 4 ];
prop->value.getVector4( v );
for( int j = 0; j < 4; j++ )
v[ j ] = v[ j ] / 255.0f;
setUniform4f( loc, v[ 0 ], v[ 1 ], v[ 2 ], v[ 3 ] );
}
break;
case SDynMaterialProp::Vector4:
float v[ 4 ];
prop->value.getVector4( v );
setUniform4f( loc, v[ 0 ], v[ 1 ], v[ 2 ], v[ 3 ] );
{
float v[ 4 ];
prop->value.getVector4( v );
setUniform4f( loc, v[ 0 ], v[ 1 ], v[ 2 ], v[ 3 ] );
}
break;
case SDynMaterialProp::Matrix4:
float m[ 16 ];
prop->value.getMatrix4( m );
setUniformMatrix4fv( loc, 1, false, m );
break;
{
float m[ 16 ];
prop->value.getMatrix4( m );
setUniformMatrix4fv( loc, 1, false, m );
break;
}
case SDynMaterialProp::Texture:
break;

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