* Use white as colour for blitting sprites, so they look normal.
authorMatthijs Kooijman <m.kooijman@student.utwente.nl>
Mon, 11 Jun 2007 21:10:55 +0000 (23:10 +0200)
committerMatthijs Kooijman <m.kooijman@student.utwente.nl>
Mon, 11 Jun 2007 21:10:55 +0000 (23:10 +0200)
ABM2/Playground.cpp

index 5491025cf0c50f8c819d264fe6fd54b47843aee1..358262fa400dffc85e9324dfcd52694f6c1362ef 100755 (executable)
@@ -128,7 +128,7 @@ void Playground::Update()
 {\r
        CMMPointer<Sprite> s = this->getKernel()->getSpriteManager()->getSprite(SPR_FIELD);\r
        \r
-       s->blit(0, 0, 1.0, 1.0, 0, 0, COLOUR_RGBA(0, 0, 255, 255));\r
+       s->blit(0, 0, 1.0, 1.0, 0, 0, COLOUR_RGBA(255, 255, 255, 255));\r
        for (int i=0; i<PLAYGROUND_COLS; ++i) \r
        {\r
                for (int j=0; j<PLAYGROUND_ROWS; ++j)\r
@@ -505,7 +505,7 @@ void Tile::Draw()
        this->sprite->blit(\r
                PLAYGROUND_BORDER_LEFT + this->col * FIELD_UNIT_WIDTH,\r
                PLAYGROUND_BORDER_TOP + this->row * FIELD_UNIT_HEIGHT,\r
-               1.0, 1.0, this->subsprite, 0, COLOUR_RGBA(0, 0, 0, 255)\r
+               1.0, 1.0, this->subsprite, 0, COLOUR_RGBA(255, 255, 255, 255)\r
        );\r
 #ifdef WIN32\r
        D3DXVECTOR3 center(0.0f, 0.0f, 0.0f);    // center at the upper-left corner\r