}
Standard_Integer aColorInt = 0;
VertexColor (theIndex, aColorInt);
- const Graphic3d_Vec4ub& aColor = *reinterpret_cast<const Graphic3d_Vec4ub* >(aColorInt);
+ const Graphic3d_Vec4ub& aColor = *reinterpret_cast<const Graphic3d_Vec4ub* >(&aColorInt);
theR = Standard_Real(aColor.r()) / 255.0;
theG = Standard_Real(aColor.g()) / 255.0;
theB = Standard_Real(aColor.b()) / 255.0;