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https://github.com/TorqueGameEngines/Torque3D.git
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Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy
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294 changed files with 3894 additions and 2813 deletions
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@ -42,9 +42,9 @@ class GuiClockHud : public GuiControl
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bool mShowFill;
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bool mTimeReversed;
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ColorF mFillColor;
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ColorF mFrameColor;
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ColorF mTextColor;
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LinearColorF mFillColor;
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LinearColorF mFrameColor;
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LinearColorF mTextColor;
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S32 mTimeOffset;
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@ -117,7 +117,7 @@ void GuiClockHud::onRender(Point2I offset, const RectI &updateRect)
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// Background first
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if (mShowFill)
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drawUtil->drawRectFill(updateRect, mFillColor);
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drawUtil->drawRectFill(updateRect, mFillColor.toColorI());
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// Convert ms time into hours, minutes and seconds.
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S32 time = S32(getTime());
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@ -131,13 +131,13 @@ void GuiClockHud::onRender(Point2I offset, const RectI &updateRect)
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// Center the text
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offset.x += (getWidth() - mProfile->mFont->getStrWidth((const UTF8 *)buf)) / 2;
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offset.y += (getHeight() - mProfile->mFont->getHeight()) / 2;
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drawUtil->setBitmapModulation(mTextColor);
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drawUtil->setBitmapModulation(mTextColor.toColorI());
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drawUtil->drawText(mProfile->mFont, offset, buf);
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drawUtil->clearBitmapModulation();
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// Border last
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if (mShowFrame)
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drawUtil->drawRect(updateRect, mFrameColor);
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drawUtil->drawRect(updateRect, mFrameColor.toColorI());
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}
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