tex->storage(GL::RGB, 2, 1);
tex->set_min_filter(GL::NEAREST);
tex->set_mag_filter(GL::NEAREST);
- unsigned char data[6] = { color>>16, color>>8, color, color2>>16, color2>>8, color2 };
+ unsigned char data[6];
+ data[0] = color>>16; data[1] = color>>8; data[2] = color;
+ data[3] = color2>>16; data[4] = color2>>8; data[5] = color2;
tex->image(0, GL::RGB, GL::UNSIGNED_BYTE, data);
pass.set_texture(0, tex);
else
return 0;
}
- return min(min(static_cast<unsigned>(low*speed/steps[low].speed), steps.size()-1), last+limit);
+ return min(min<unsigned>(low*speed/steps[low].speed, steps.size()-1), last+limit);
}
float f = (speed-steps[low].speed)/(steps[high].speed-steps[low].speed);