Use getDisplayedOpacity.

This commit is contained in:
NathanSweet 2014-05-22 11:09:00 +02:00
parent c1cae3dccc
commit f8f9a2d80e
3 changed files with 3 additions and 3 deletions

View File

@ -141,7 +141,7 @@ void SkeletonRenderer::draw () {
skeleton->r = nodeColor.r / (float)255;
skeleton->g = nodeColor.g / (float)255;
skeleton->b = nodeColor.b / (float)255;
skeleton->a = getOpacity() / (float)255;
skeleton->a = getDisplayedOpacity() / (float)255;
int additive = -1;
ccColor4B color;

View File

@ -147,7 +147,7 @@ void SkeletonRenderer::drawSkeleton (const kmMat4& transform, bool transformUpda
skeleton->r = nodeColor.r / (float)255;
skeleton->g = nodeColor.g / (float)255;
skeleton->b = nodeColor.b / (float)255;
skeleton->a = getOpacity() / (float)255;
skeleton->a = getDisplayedOpacity() / (float)255;
int additive = -1;
Color4B color;

View File

@ -147,7 +147,7 @@ void SkeletonRenderer::drawSkeleton (const Matrix &transform, bool transformUpda
skeleton->r = nodeColor.r / (float)255;
skeleton->g = nodeColor.g / (float)255;
skeleton->b = nodeColor.b / (float)255;
skeleton->a = getOpacity() / (float)255;
skeleton->a = getDisplayedOpacity() / (float)255;
int additive = -1;
Color4B color;