@@ -120,10 +120,10 @@ void GradientTexture1D::_update() const {
120120 float ofs = float (i) / (width - 1 );
121121 Color color = g.get_color_at_offset (ofs);
122122
123- wd8[i * 4 + 0 ] = uint8_t (CLAMP ( color.r * 255.0 , 0 , 255 ));
124- wd8[i * 4 + 1 ] = uint8_t (CLAMP ( color.g * 255.0 , 0 , 255 ));
125- wd8[i * 4 + 2 ] = uint8_t (CLAMP ( color.b * 255.0 , 0 , 255 ));
126- wd8[i * 4 + 3 ] = uint8_t (CLAMP ( color.a * 255.0 , 0 , 255 ));
123+ wd8[i * 4 + 0 ] = uint8_t (color.get_r8 ( ));
124+ wd8[i * 4 + 1 ] = uint8_t (color.get_g8 ( ));
125+ wd8[i * 4 + 2 ] = uint8_t (color.get_b8 ( ));
126+ wd8[i * 4 + 3 ] = uint8_t (color.get_a8 ( ));
127127 }
128128 }
129129
@@ -259,10 +259,10 @@ void GradientTexture2D::_update() const {
259259 float ofs = _get_gradient_offset_at (x, y);
260260 const Color &c = g.get_color_at_offset (ofs);
261261
262- wd8[(x + (y * width)) * 4 + 0 ] = uint8_t (CLAMP (c. r * 255.0 , 0 , 255 ));
263- wd8[(x + (y * width)) * 4 + 1 ] = uint8_t (CLAMP (c. g * 255.0 , 0 , 255 ));
264- wd8[(x + (y * width)) * 4 + 2 ] = uint8_t (CLAMP (c. b * 255.0 , 0 , 255 ));
265- wd8[(x + (y * width)) * 4 + 3 ] = uint8_t (CLAMP (c. a * 255.0 , 0 , 255 ));
262+ wd8[(x + (y * width)) * 4 + 0 ] = uint8_t (c. get_r8 ( ));
263+ wd8[(x + (y * width)) * 4 + 1 ] = uint8_t (c. get_g8 ( ));
264+ wd8[(x + (y * width)) * 4 + 2 ] = uint8_t (c. get_b8 ( ));
265+ wd8[(x + (y * width)) * 4 + 3 ] = uint8_t (c. get_a8 ( ));
266266 }
267267 }
268268 }
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