Static cast rgba value

Add static_cast to the rgba valuse to cast them to sf::Uint8, so that
compiler warnings can be avoided.
This commit is contained in:
Furkan Üzümcü 2014-07-17 03:45:31 +03:00
parent 88f805a74e
commit cbb775af97

View File

@ -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<Uint8>(skeleton->r * slot->r * 255);
Uint8 g = static_cast<Uint8>(skeleton->g * slot->g * 255);
Uint8 b = static_cast<Uint8>(skeleton->b * slot->b * 255);
Uint8 a = static_cast<Uint8>(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<Uint8>(skeleton->r * slot->r * 255);
Uint8 g = static_cast<Uint8>(skeleton->g * slot->g * 255);
Uint8 b = static_cast<Uint8>(skeleton->b * slot->b * 255);
Uint8 a = static_cast<Uint8>(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<Uint8>(skeleton->r * slot->r * 255);
Uint8 g = static_cast<Uint8>(skeleton->g * slot->g * 255);
Uint8 b = static_cast<Uint8>(skeleton->b * slot->b * 255);
Uint8 a = static_cast<Uint8>(skeleton->a * slot->a * 255);
vertex.color.r = r;
vertex.color.g = g;
vertex.color.b = b;