From 374af05d5f6d9fa0713eb061c3943868869b416d Mon Sep 17 00:00:00 2001
From: LaurentGom <LaurentGom@4e206d99-4929-0410-ac5d-dfc041789085>
Date: Sun, 12 Jul 2009 13:28:44 +0000
Subject: [PATCH] Replaces glColor4f with glColor4ub in internal code

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1174 4e206d99-4929-0410-ac5d-dfc041789085
---
 src/SFML/Graphics/Drawable.cpp |  2 +-
 src/SFML/Graphics/PostFX.cpp   |  2 +-
 src/SFML/Graphics/Shape.cpp    | 12 ++++++------
 3 files changed, 8 insertions(+), 8 deletions(-)

diff --git a/src/SFML/Graphics/Drawable.cpp b/src/SFML/Graphics/Drawable.cpp
index ecf57182..02ae9bd5 100644
--- a/src/SFML/Graphics/Drawable.cpp
+++ b/src/SFML/Graphics/Drawable.cpp
@@ -388,7 +388,7 @@ void Drawable::Draw(RenderTarget& target) const
     }
 
     // Set color
-    GLCheck(glColor4f(myColor.r / 255.f, myColor.g / 255.f, myColor.b / 255.f, myColor.a / 255.f));
+    GLCheck(glColor4ub(myColor.r, myColor.g, myColor.b, myColor.a));
 
     // Let the derived class render the object geometry
     Render(target);
diff --git a/src/SFML/Graphics/PostFX.cpp b/src/SFML/Graphics/PostFX.cpp
index 41193a2f..8317ce5e 100644
--- a/src/SFML/Graphics/PostFX.cpp
+++ b/src/SFML/Graphics/PostFX.cpp
@@ -299,7 +299,7 @@ void PostFX::Render(RenderTarget& target) const
         it++;
     }
 
-    // Compute the texture coordinates (in case the texture is larger than the screen, or flipped)
+    // Compute the texture coordinates (it may not be (0, 0, 1, 1) if the texture is padded or flipped)
     IntRect frameBufferRect(0, 0, myFrameBuffer.GetWidth(), myFrameBuffer.GetHeight());
     FloatRect texCoords = myFrameBuffer.GetTexCoords(frameBufferRect);
 
diff --git a/src/SFML/Graphics/Shape.cpp b/src/SFML/Graphics/Shape.cpp
index dc21f977..866f0316 100644
--- a/src/SFML/Graphics/Shape.cpp
+++ b/src/SFML/Graphics/Shape.cpp
@@ -302,13 +302,13 @@ void Shape::Render(RenderTarget&) const
             for (std::vector<Point>::const_iterator i = myPoints.begin(); i != myPoints.end(); ++i)
             {
                 Color color = i->Col * GetColor();
-                glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
+                glColor4ub(color.r, color.g, color.b, color.a);
                 glVertex2f(i->Position.x, i->Position.y);
             }
 
             // Close the shape by duplicating the first point at the end
             Color color = myPoints[1].Col * GetColor();
-            glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
+            glColor4ub(color.r, color.g, color.b, color.a);
             glVertex2f(myPoints[1].Position.x, myPoints[1].Position.y);
         }
         glEnd();
@@ -322,17 +322,17 @@ void Shape::Render(RenderTarget&) const
             for (std::size_t i = 1; i < myPoints.size(); ++i)
             {
                 Color color = myPoints[i].OutlineCol * GetColor();
-                glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
+                glColor4ub(color.r, color.g, color.b, color.a);
                 glVertex2f(myPoints[i].Position.x, myPoints[i].Position.y);
-                glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
+                glColor4ub(color.r, color.g, color.b, color.a);
                 glVertex2f(myPoints[i].Position.x + myPoints[i].Normal.x * myOutline, myPoints[i].Position.y + myPoints[i].Normal.y * myOutline);
             }
 
             // Close the shape by duplicating the first point at the end
             Color color = myPoints[1].OutlineCol * GetColor();
-            glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
+            glColor4ub(color.r, color.g, color.b, color.a);
             glVertex2f(myPoints[1].Position.x, myPoints[1].Position.y);
-            glColor4f(color.r / 255.f, color.g / 255.f, color.b / 255.f, color.a / 255.f);
+            glColor4ub(color.r, color.g, color.b, color.a);
             glVertex2f(myPoints[1].Position.x + myPoints[1].Normal.x * myOutline, myPoints[1].Position.y + myPoints[1].Normal.y * myOutline);
         }
         glEnd();