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author | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2023-04-04 02:30:05 +0200 |
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committer | Hugo Locurcio <hugo.locurcio@hugo.pro> | 2023-04-04 02:30:05 +0200 |
commit | e4d5cecd4c5e571b6f46b2a7d3e693d09277eb37 (patch) | |
tree | 6eb840e3fdb2f45afcfb08252c9994245bfd6ad4 /servers/rendering_server.cpp | |
parent | ef025711a694071a1407b5035a6fe3e67c2a5b07 (diff) | |
download | redot-engine-e4d5cecd4c5e571b6f46b2a7d3e693d09277eb37.tar.gz |
Fix `get_test_texture()` returning an almost fully white texture
The texture's appearance is now similar to the texture that was displayed
on the TestCube node in Godot 2.x.
Diffstat (limited to 'servers/rendering_server.cpp')
-rw-r--r-- | servers/rendering_server.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index d88cbec13b..36bc36e011 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -140,9 +140,9 @@ RID RenderingServer::get_test_texture() { c.b = y; } - w[(y * TEST_TEXTURE_SIZE + x) * 3 + 0] = uint8_t(CLAMP(c.r * 255, 0, 255)); - w[(y * TEST_TEXTURE_SIZE + x) * 3 + 1] = uint8_t(CLAMP(c.g * 255, 0, 255)); - w[(y * TEST_TEXTURE_SIZE + x) * 3 + 2] = uint8_t(CLAMP(c.b * 255, 0, 255)); + w[(y * TEST_TEXTURE_SIZE + x) * 3 + 0] = uint8_t(CLAMP(c.r, 0, 255)); + w[(y * TEST_TEXTURE_SIZE + x) * 3 + 1] = uint8_t(CLAMP(c.g, 0, 255)); + w[(y * TEST_TEXTURE_SIZE + x) * 3 + 2] = uint8_t(CLAMP(c.b, 0, 255)); } } } |