public SpriteColors(SpriteColor c0, SpriteColor c1, SpriteColor c2, SpriteColor c3) { PreMultipliedAlpha = false; Color0 = c0; Color1 = c1; Color2 = c2; Color3 = c3; }
// Lerp public void Lerp( SpriteColor from, SpriteColor to, float f01 ) { byte f = (byte)( f01 * 255.0f ); A = (byte)( from.A + ( ( to.A - from.A ) * f ) / 255 ); R = (byte)( from.R + ( ( to.R - from.R ) * f ) / 255 ); G = (byte)( from.G + ( ( to.G - from.G ) * f ) / 255 ); B = (byte)( from.B + ( ( to.B - from.B ) * f ) / 255 ); }
// SpriteColors public SpriteColors(SpriteColor c) { PreMultipliedAlpha = false; Color0 = c; Color1 = c; Color2 = c; Color3 = c; }
// Lerp public void Lerp(SpriteColor from, SpriteColor to, float f01) { byte f = (byte)(f01 * 255.0f); A = (byte)(from.A + ((to.A - from.A) * f) / 255); R = (byte)(from.R + ((to.R - from.R) * f) / 255); G = (byte)(from.G + ((to.G - from.G) * f) / 255); B = (byte)(from.B + ((to.B - from.B) * f) / 255); }
// Init public void Init() { Texture.TextureIndex = 0; Texture.PUV = new Vector2( 0.0f ); Texture.SUV = new Vector2( 1.0f ); Color = 0xffffffff; AspectRatio = 1.0f; Scale = 1.0f; RenderState = new RenderState( (int)E_Effect.MultiTexture1, E_BlendState.AlphaBlend ); LayerOffset = 0; }
public SpriteColors( SpriteColor c0, SpriteColor c1, SpriteColor c2, SpriteColor c3 ) { PreMultipliedAlpha = false; Color0 = c0; Color1 = c1; Color2 = c2; Color3 = c3; }
// SpriteColors public SpriteColors( SpriteColor c ) { PreMultipliedAlpha = false; Color0 = c; Color1 = c; Color2 = c; Color3 = c; }