diff --git a/spine-sfml/src/spine/spine-sfml.cpp b/spine-sfml/src/spine/spine-sfml.cpp index 00af71064..e1f5615cd 100644 --- a/spine-sfml/src/spine/spine-sfml.cpp +++ b/spine-sfml/src/spine/spine-sfml.cpp @@ -104,10 +104,10 @@ void SkeletonDrawable::draw (RenderTarget& target, RenderStates states) const { texture = (Texture*)((AtlasRegion*)regionAttachment->rendererObject)->page->rendererObject; RegionAttachment_computeWorldVertices(regionAttachment, slot->skeleton->x, slot->skeleton->y, slot->bone, worldVertices); - Uint8 r = skeleton->r * slot->r * 255; - Uint8 g = skeleton->g * slot->g * 255; - Uint8 b = skeleton->b * slot->b * 255; - Uint8 a = skeleton->a * slot->a * 255; + Uint8 r = static_cast(skeleton->r * slot->r * 255); + Uint8 g = static_cast(skeleton->g * slot->g * 255); + Uint8 b = static_cast(skeleton->b * slot->b * 255); + Uint8 a = static_cast(skeleton->a * slot->a * 255); Vector2u size = texture->getSize(); vertices[0].color.r = r; @@ -159,10 +159,10 @@ void SkeletonDrawable::draw (RenderTarget& target, RenderStates states) const { texture = (Texture*)((AtlasRegion*)mesh->rendererObject)->page->rendererObject; MeshAttachment_computeWorldVertices(mesh, slot->skeleton->x, slot->skeleton->y, slot, worldVertices); - Uint8 r = skeleton->r * slot->r * 255; - Uint8 g = skeleton->g * slot->g * 255; - Uint8 b = skeleton->b * slot->b * 255; - Uint8 a = skeleton->a * slot->a * 255; + Uint8 r = static_cast(skeleton->r * slot->r * 255); + Uint8 g = static_cast(skeleton->g * slot->g * 255); + Uint8 b = static_cast(skeleton->b * slot->b * 255); + Uint8 a = static_cast(skeleton->a * slot->a * 255); vertex.color.r = r; vertex.color.g = g; vertex.color.b = b; @@ -184,10 +184,10 @@ void SkeletonDrawable::draw (RenderTarget& target, RenderStates states) const { texture = (Texture*)((AtlasRegion*)mesh->rendererObject)->page->rendererObject; SkinnedMeshAttachment_computeWorldVertices(mesh, slot->skeleton->x, slot->skeleton->y, slot, worldVertices); - Uint8 r = skeleton->r * slot->r * 255; - Uint8 g = skeleton->g * slot->g * 255; - Uint8 b = skeleton->b * slot->b * 255; - Uint8 a = skeleton->a * slot->a * 255; + Uint8 r = static_cast(skeleton->r * slot->r * 255); + Uint8 g = static_cast(skeleton->g * slot->g * 255); + Uint8 b = static_cast(skeleton->b * slot->b * 255); + Uint8 a = static_cast(skeleton->a * slot->a * 255); vertex.color.r = r; vertex.color.g = g; vertex.color.b = b;