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Rename internal C++ Color struct to Color32 to help differentiate it from Colorf.
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@@ -196,13 +196,13 @@ void SpriteBatch::setColor(const Colorf &c)
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cclamped.b = std::min(std::max(c.b, 0.0f), 1.0f);
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cclamped.a = std::min(std::max(c.a, 0.0f), 1.0f);
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this->color = toColor(cclamped);
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this->color = toColor32(cclamped);
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}
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void SpriteBatch::setColor()
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{
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color_active = false;
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color = Color(255, 255, 255, 255);
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color = Color32(255, 255, 255, 255);
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}
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Colorf SpriteBatch::getColor(bool &active) const
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@@ -357,7 +357,7 @@ void SpriteBatch::draw(Graphics *gfx, const Matrix4 &m)
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// If the attribute is one of the LOVE-defined ones, use the constant
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// attribute index for it, otherwise query the index from the shader.
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VertexAttribID builtinattrib;
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BuiltinVertexAttribute builtinattrib;
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if (vertex::getConstant(it.first.c_str(), builtinattrib))
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attributeindex = (int) builtinattrib;
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else if (Shader::current)
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