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@@ -545,6 +545,7 @@ QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int cou
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const int num_indices = 6 * count;
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const int size_indices = 4;
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int cur_indice = 0;
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+ int color = (renderer->color.r << 0) | (renderer->color.g << 8) | (renderer->color.b << 16) | ((Uint32)renderer->color.a << 24);
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for (i = 0; i < count; ++i) {
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float minx, miny, maxx, maxy;
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@@ -573,7 +574,7 @@ QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect * rects, const int cou
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}
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retval = renderer->QueueGeometry(renderer, cmd, NULL,
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- xy, xy_stride, (int *) &renderer->color, 0 /* color_stride */, NULL, 0,
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+ xy, xy_stride, &color, 0 /* color_stride */, NULL, 0,
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num_vertices, indices, num_indices, size_indices,
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1.0f, 1.0f);
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@@ -3339,6 +3340,7 @@ SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture,
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const int size_indices = 4;
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float minu, minv, maxu, maxv;
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float minx, miny, maxx, maxy;
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+ int color = (texture->color.r << 0) | (texture->color.g << 8) | (texture->color.b << 16) | ((Uint32)texture->color.a << 24);
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minu = (float) (real_srcrect.x) / (float) texture->w;
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minv = (float) (real_srcrect.y) / (float) texture->h;
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@@ -3369,7 +3371,7 @@ SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture,
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xy[7] = maxy;
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retval = QueueCmdGeometry(renderer, texture,
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- xy, xy_stride, (int *)&texture->color, 0 /* color_stride */, uv, uv_stride,
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+ xy, xy_stride, &color, 0 /* color_stride */, uv, uv_stride,
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num_vertices,
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indices, num_indices, size_indices,
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renderer->scale.x, renderer->scale.y);
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@@ -3495,6 +3497,7 @@ SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture,
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const float radian_angle = (float)((M_PI * angle) / 180.0);
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const float s = SDL_sinf(radian_angle);
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const float c = SDL_cosf(radian_angle);
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+ int color = (texture->color.r << 0) | (texture->color.g << 8) | (texture->color.b << 16) | ((Uint32)texture->color.a << 24);
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minu = (float) (real_srcrect.x) / (float) texture->w;
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minv = (float) (real_srcrect.y) / (float) texture->h;
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@@ -3554,7 +3557,7 @@ SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture,
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xy[7] = (s_minx + c_maxy) + centery;
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retval = QueueCmdGeometry(renderer, texture,
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- xy, xy_stride, (int *)&texture->color, 0 /* color_stride */, uv, uv_stride,
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+ xy, xy_stride, &color, 0 /* color_stride */, uv, uv_stride,
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num_vertices,
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indices, num_indices, size_indices,
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renderer->scale.x, renderer->scale.y);
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