Fixed the colors
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@ -12,8 +12,6 @@ if(NOT DEFINED DAWN_BUILD_TARGET)
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endif()
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endif()
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endif()
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endif()
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set(DAWN_BUILD_TARGET "target-helloworld-vita")
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# Now validate we have a build target for real
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# Now validate we have a build target for real
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if(NOT DEFINED DAWN_BUILD_TARGET)
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if(NOT DEFINED DAWN_BUILD_TARGET)
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message(FATAL_ERROR "You need to define a DAWN_BUILD_TARGET")
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message(FATAL_ERROR "You need to define a DAWN_BUILD_TARGET")
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@ -15,20 +15,20 @@ namespace Dawn {
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(float_t)r / 255.0f,
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(float_t)r / 255.0f,
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(float_t)g / 255.0f,
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(float_t)g / 255.0f,
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(float_t)b / 255.0f,
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(float_t)b / 255.0f,
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(float_t)a / 255.0f
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(float_t)a / 100.0f
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};
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};
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}
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}
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};
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};
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#define COLOR_WHITE { 255, 255, 255, 255 }
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#define COLOR_WHITE { 255, 255, 255, 100 }
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#define COLOR_RED { 255, 0, 0, 255 }
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#define COLOR_RED { 255, 0, 0, 100 }
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#define COLOR_GREEN { 0, 255, 0, 255 }
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#define COLOR_GREEN { 0, 255, 0, 100 }
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#define COLOR_BLUE { 0, 0, 255, 255 }
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#define COLOR_BLUE { 0, 0, 255, 100 }
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#define COLOR_BLACK { 0, 0, 0, 255 }
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#define COLOR_BLACK { 0, 0, 0, 100 }
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#define COLOR_MAGENTA { 255, 0, 255, 255 }
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#define COLOR_MAGENTA { 255, 0, 255, 100 }
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#define COLOR_DARK_GREY { 50, 50, 50, 255 }
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#define COLOR_DARK_GREY { 50, 50, 50, 100 }
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#define COLOR_LIGHT_GREY { 204, 204, 204, 255 }
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#define COLOR_LIGHT_GREY { 204, 204, 204, 100 }
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#define COLOR_CORNFLOWER_BLUE { 255, 255, 237, 255 }
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#define COLOR_CORNFLOWER_BLUE { 100, 149, 237, 100 }
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#define COLOR_WHITE_TRANSPARENT { 255, 255, 255, 0 }
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#define COLOR_WHITE_TRANSPARENT { 255, 255, 255, 0 }
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#define COLOR_BLACK_TRANSPARENT { 0, 0, 0, 0 }
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#define COLOR_BLACK_TRANSPARENT { 0, 0, 0, 0 }
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#define COLOR_TRANSPARENT COLOR_BLACK_TRANSPARENT
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#define COLOR_TRANSPARENT COLOR_BLACK_TRANSPARENT
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@ -34,12 +34,7 @@ void BackBufferRenderTarget::setClearColor(struct Color color) {
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void BackBufferRenderTarget::clear(flag8_t clearFlags) {
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void BackBufferRenderTarget::clear(flag8_t clearFlags) {
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auto clear = this->clearColor.precision();
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auto clear = this->clearColor.precision();
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glClearColor(
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glClearColor(clear.r, clear.g, clear.b, clear.a);
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clear.r,
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clear.g,
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clear.b,
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clear.a
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);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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}
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