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love.graphics.setColor no longer uses the main per-vertex color attribute. This lets it affect the color of ParticleSystems, and SpriteBatches and Meshes even when they use custom per-vertex colors.
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@@ -282,7 +282,7 @@ bool Shader::loadVolatile()
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throw love::Exception("Cannot link shader program object:\n%s", warnings.c_str());
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}
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// Retreive all active uniform variables in this shader from OpenGL.
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// Get all active uniform variables in this shader from OpenGL.
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mapActiveUniforms();
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for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++)
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@@ -869,6 +869,7 @@ StringMap<VertexAttribID, ATTRIB_MAX_ENUM>::Entry Shader::attribNameEntries[] =
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{"VertexPosition", ATTRIB_POS},
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{"VertexTexCoord", ATTRIB_TEXCOORD},
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{"VertexColor", ATTRIB_COLOR},
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{"ConstantColor", ATTRIB_CONSTANTCOLOR},
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};
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StringMap<VertexAttribID, ATTRIB_MAX_ENUM> Shader::attribNames(Shader::attribNameEntries, sizeof(Shader::attribNameEntries));
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