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Round primary color inputs in software rasterizer

OpenGL version coming soon.
This commit is contained in:
Dwayne Slater 2017-11-08 20:42:25 -05:00
parent d55a13c35d
commit dc48deaecc
1 changed files with 8 additions and 8 deletions

View File

@ -293,18 +293,18 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
}; };
Math::Vec4<u8> primary_color{ Math::Vec4<u8> primary_color{
(u8)( static_cast<u8>(round(
GetInterpolatedAttribute(v0.color.r(), v1.color.r(), v2.color.r()).ToFloat32() * GetInterpolatedAttribute(v0.color.r(), v1.color.r(), v2.color.r()).ToFloat32() *
255), 255)),
(u8)( static_cast<u8>(round(
GetInterpolatedAttribute(v0.color.g(), v1.color.g(), v2.color.g()).ToFloat32() * GetInterpolatedAttribute(v0.color.g(), v1.color.g(), v2.color.g()).ToFloat32() *
255), 255)),
(u8)( static_cast<u8>(round(
GetInterpolatedAttribute(v0.color.b(), v1.color.b(), v2.color.b()).ToFloat32() * GetInterpolatedAttribute(v0.color.b(), v1.color.b(), v2.color.b()).ToFloat32() *
255), 255)),
(u8)( static_cast<u8>(round(
GetInterpolatedAttribute(v0.color.a(), v1.color.a(), v2.color.a()).ToFloat32() * GetInterpolatedAttribute(v0.color.a(), v1.color.a(), v2.color.a()).ToFloat32() *
255), 255)),
}; };
Math::Vec2<float24> uv[3]; Math::Vec2<float24> uv[3];