Tinsy little but relevant bug; colors in Action channels used signed

bytes, glColor4b() instead of unsigned glColor4ub(). Gave ugly cycling
of colors in wrong ways.... reported by Ztonzy on irc. Thanks!
This commit is contained in:
Ton Roosendaal
2005-05-25 16:37:24 +00:00
parent 6969c118de
commit f9f3e82f93

View File

@@ -428,12 +428,12 @@ static void draw_channel_strips(SpaceAction *saction)
gla2DDrawTranslatePt(di, 1, y, &frame1_x, &channel_y);
glEnable(GL_BLEND);
if (chan->flag & ACHAN_SELECTED) glColor4b(col1[0], col1[1], col1[2], 0x22);
else glColor4b(col2[0], col2[1], col2[2], 0x22);
if (chan->flag & ACHAN_SELECTED) glColor4ub(col1[0], col1[1], col1[2], 0x22);
else glColor4ub(col2[0], col2[1], col2[2], 0x22);
glRectf(0, channel_y-CHANNELHEIGHT/2, frame1_x, channel_y+CHANNELHEIGHT/2);
if (chan->flag & ACHAN_SELECTED) glColor4b(col1[0], col1[1], col1[2], 0x44);
else glColor4b(col2[0], col2[1], col2[2], 0x44);
if (chan->flag & ACHAN_SELECTED) glColor4ub(col1[0], col1[1], col1[2], 0x44);
else glColor4ub(col2[0], col2[1], col2[2], 0x44);
glRectf(frame1_x, channel_y-CHANNELHEIGHT/2, G.v2d->hor.xmax, channel_y+CHANNELHEIGHT/2);
glDisable(GL_BLEND);
@@ -447,12 +447,12 @@ static void draw_channel_strips(SpaceAction *saction)
for (conchan=chan->constraintChannels.first; conchan; conchan=conchan->next){
gla2DDrawTranslatePt(di, 1, y, &frame1_x, &channel_y);
glEnable(GL_BLEND);
if (conchan->flag & ACHAN_SELECTED) glColor4b(col1[0], col1[1], col1[2], 0x22);
else glColor4b(col2[0], col2[1], col2[2], 0x22);
if (conchan->flag & ACHAN_SELECTED) glColor4ub(col1[0], col1[1], col1[2], 0x22);
else glColor4ub(col2[0], col2[1], col2[2], 0x22);
glRectf(0, channel_y-CHANNELHEIGHT/2+4, frame1_x, channel_y+CHANNELHEIGHT/2-4);
if (conchan->flag & ACHAN_SELECTED) glColor4b(col1[0], col1[1], col1[2], 0x44);
else glColor4b(col2[0], col2[1], col2[2], 0x44);
if (conchan->flag & ACHAN_SELECTED) glColor4ub(col1[0], col1[1], col1[2], 0x44);
else glColor4ub(col2[0], col2[1], col2[2], 0x44);
glRectf(frame1_x, channel_y-CHANNELHEIGHT/2+4, G.v2d->hor.xmax, channel_y+CHANNELHEIGHT/2-4);
glDisable(GL_BLEND);
@@ -502,13 +502,13 @@ static void draw_mesh_strips(SpaceAction *saction, Key *key)
* get a desaturated orange background
*/
glEnable(GL_BLEND);
glColor4b(col2[0], col2[1], col2[2], 0x22);
glColor4ub(col2[0], col2[1], col2[2], 0x22);
glRectf(0, channel_y-CHANNELHEIGHT/2,
frame1_x, channel_y+CHANNELHEIGHT/2);
/* frames one and higher get a saturated orange background
*/
glColor4b(col2[0], col2[1], col2[2], 0x44);
glColor4ub(col2[0], col2[1], col2[2], 0x44);
glRectf(frame1_x, channel_y-CHANNELHEIGHT/2,
G.v2d->hor.xmax, channel_y+CHANNELHEIGHT/2);
glDisable(GL_BLEND);