clarify color variable
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0281680b56
commit
f22f17c284
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@ -189,14 +189,14 @@ int main(void)
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float angleNonRadian = (angle / (2.0f * PI)) * 360.0f;
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float angleNonRadian = (angle / (2.0f * PI)) * 360.0f;
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float angleNonRadianOffset = (angleOffset / (2.0f * PI)) * 360.0f;
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float angleNonRadianOffset = (angleOffset / (2.0f * PI)) * 360.0f;
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Color color = ColorFromHSV(angleNonRadian, 1.0f, 1.0f);
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Color currentColor = ColorFromHSV(angleNonRadian, 1.0f, 1.0f);
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Color offsetColor = ColorFromHSV(angleNonRadian + angleNonRadianOffset, 1.0f, 1.0f);
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Color offsetColor = ColorFromHSV(angleNonRadian + angleNonRadianOffset, 1.0f, 1.0f);
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// Input vertices differently depending on mode
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// Input vertices differently depending on mode
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if (renderType == RL_TRIANGLES)
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if (renderType == RL_TRIANGLES)
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{
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{
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// RL_TRIANGLES expects three vertices per triangle
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// RL_TRIANGLES expects three vertices per triangle
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlColor4ub(currentColor.r, currentColor.g, currentColor.b, currentColor.a);
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rlVertex2f(position.x, position.y);
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rlVertex2f(position.x, position.y);
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rlColor4f(value, value, value, 1.0f);
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rlColor4f(value, value, value, 1.0f);
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rlVertex2f(center.x, center.y);
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rlVertex2f(center.x, center.y);
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@ -206,7 +206,7 @@ int main(void)
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else if (renderType == RL_LINES)
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else if (renderType == RL_LINES)
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{
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{
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// RL_LINES expects two vertices per line
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// RL_LINES expects two vertices per line
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlColor4ub(currentColor.r, currentColor.g, currentColor.b, currentColor.a);
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rlVertex2f(position.x, position.y);
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rlVertex2f(position.x, position.y);
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rlColor4ub(WHITE.r, WHITE.g, WHITE.b, WHITE.a);
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rlColor4ub(WHITE.r, WHITE.g, WHITE.b, WHITE.a);
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rlVertex2f(center.x, center.y);
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rlVertex2f(center.x, center.y);
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@ -216,7 +216,7 @@ int main(void)
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rlVertex2f(position2.x, position2.y);
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rlVertex2f(position2.x, position2.y);
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rlVertex2f(position2.x, position2.y);
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rlVertex2f(position2.x, position2.y);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlColor4ub(currentColor.r, currentColor.g, currentColor.b, currentColor.a);
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rlVertex2f(position.x, position.y);
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rlVertex2f(position.x, position.y);
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}
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}
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}
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}
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