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Color::FromUInt: Divide by float to avoid rounding issues.

Aban Hussain 8 years ago
parent
commit
16da4de876
1 changed files with 4 additions and 4 deletions
  1. 4 4
      Source/Urho3D/Math/Color.cpp

+ 4 - 4
Source/Urho3D/Math/Color.cpp

@@ -66,10 +66,10 @@ Vector3 Color::ToHSV() const
 
 
 void Color::FromUInt(unsigned color)
 void Color::FromUInt(unsigned color)
 {
 {
-    a_ = (float)(((color >> 24) & 0xff) / 255);
-    b_ = (float)(((color >> 16) & 0xff) / 255);
-    g_ = (float)(((color >> 8)  & 0xff) / 255);
-    r_ = (float)(((color >> 0)  & 0xff) / 255);
+    a_ = (float)(((color >> 24) & 0xff) / 255.0f);
+    b_ = (float)(((color >> 16) & 0xff) / 255.0f);
+    g_ = (float)(((color >> 8)  & 0xff) / 255.0f);
+    r_ = (float)(((color >> 0)  & 0xff) / 255.0f);
 }
 }
 
 
 void Color::FromHSL(float h, float s, float l, float a)
 void Color::FromHSL(float h, float s, float l, float a)