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authortslil clingman <>2021-09-22 22:46:47 -0400
committertslil clingman <>2021-09-22 22:59:31 -0400
commit9d25e1d69dede7d79ca9115a4ce4e65af49b8ddc (patch)
treeabb39414cfa08e09a0abb63a8a1809c39d790a11 /src/sfml/graphics/color.zig
parenta657cc828cdcbb07f460d53f78a12dfe00a57325 (diff)
Colour blending
Some amount of work went into finding appropriate integer arithmetic formulae that were reasonably accurate. At this point i've settled for the incorrect-but-faster version. The better-though-slower formulas are still there in case i change my mind. It would help to have an assumption such as, but not limited to, the surfaces are always going to be fully opaque.
Diffstat (limited to 'src/sfml/graphics/color.zig')
-rw-r--r--src/sfml/graphics/color.zig2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/sfml/graphics/color.zig b/src/sfml/graphics/color.zig
index d6aa850..5555c22 100644
--- a/src/sfml/graphics/color.zig
+++ b/src/sfml/graphics/color.zig
@@ -55,7 +55,7 @@ pub const Color = packed struct {
}
/// Creates a color with rgba floats from 0 to 1
- fn fromFloats(red: f32, green: f32, blue: f32, alpha: f32) Color {
+ pub fn fromFloats(red: f32, green: f32, blue: f32, alpha: f32) Color {
return Color{
.r = @floatToInt(u8, math.clamp(red, 0.0, 1.0) * 255.0),
.g = @floatToInt(u8, math.clamp(green, 0.0, 1.0) * 255.0),