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[love2d] Fixed vertex color multiplier. We support both the old 0-255 and the new 0-1 RGBA range. Closes #1392.
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@ -200,20 +200,22 @@ function PolygonBatcher:draw (texture, vertices, uvs, numVertices, indices, colo
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local vertexStart = self.verticesLength + 1
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local vertexEnd = vertexStart + numVertices
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local vertex = self.vertex
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local colorScalar = 1;
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if love._version_major <= 10 then colorScalar = 255 end
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if not self.useTwoColorTint then
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vertex[5] = color.r * 255
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vertex[6] = color.g * 255
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vertex[7] = color.b * 255
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vertex[8] = color.a * 255
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vertex[5] = color.r * colorScalar
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vertex[6] = color.g * colorScalar
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vertex[7] = color.b * colorScalar
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vertex[8] = color.a * colorScalar
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else
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vertex[5] = color.r * 255
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vertex[6] = color.g * 255
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vertex[7] = color.b * 255
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vertex[8] = color.a * 255
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vertex[9] = darkColor.r * 255
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vertex[10] = darkColor.g * 255
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vertex[11] = darkColor.b * 255
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vertex[12] = darkColor.a * 255
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vertex[5] = color.r * colorScalar
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vertex[6] = color.g * colorScalar
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vertex[7] = color.b * colorScalar
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vertex[8] = color.a * colorScalar
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vertex[9] = darkColor.r * colorScalar
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vertex[10] = darkColor.g * colorScalar
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vertex[11] = darkColor.b * colorScalar
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vertex[12] = darkColor.a * colorScalar
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end
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local v = 1
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@ -231,15 +233,15 @@ function PolygonBatcher:draw (texture, vertices, uvs, numVertices, indices, colo
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vertex[2] = tempVertex.y
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vertex[3] = tempVertex.u
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vertex[4] = tempVertex.v
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vertex[5] = tempVertex.light.r * 255
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vertex[6] = tempVertex.light.g * 255
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vertex[7] = tempVertex.light.b * 255
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vertex[8] = tempVertex.light.a * 255
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vertex[5] = tempVertex.light.r * colorScalar
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vertex[6] = tempVertex.light.g * colorScalar
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vertex[7] = tempVertex.light.b * colorScalar
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vertex[8] = tempVertex.light.a * colorScalar
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if (self.useTwoColorTint) then
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vertex[9] = tempVertex.dark.r * 255
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vertex[10] = tempVertex.dark.g * 255
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vertex[11] = tempVertex.dark.b * 255
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vertex[12] = tempVertex.dark.a * 255
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vertex[9] = tempVertex.dark.r * colorScalar
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vertex[10] = tempVertex.dark.g * colorScalar
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vertex[11] = tempVertex.dark.b * colorScalar
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vertex[12] = tempVertex.dark.a * colorScalar
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end
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mesh:setVertex(vertexStart, vertex)
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vertexStart = vertexStart + 1
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