{
const Quantity_Color& aSrcColor = myTextureColorMap.Value (Standard_Integer(aCol) + 1);
Image_ColorRGBA& aColor = aData.ChangeValue (0, aCol);
- aColor.r() = int(255.0 * aSrcColor.Red());
- aColor.g() = int(255.0 * aSrcColor.Green());
- aColor.b() = int(255.0 * aSrcColor.Blue());
+ aColor.r() = Standard_Byte(255.0 * aSrcColor.Red());
+ aColor.g() = Standard_Byte(255.0 * aSrcColor.Green());
+ aColor.b() = Standard_Byte(255.0 * aSrcColor.Blue());
aColor.a() = 0xFF;
}
const Quantity_Color& aLastColorSrc = myTextureColorMap.Last();
const Image_ColorRGBA aLastColor =
{{
- int(255.0 * aLastColorSrc.Red()),
- int(255.0 * aLastColorSrc.Green()),
- int(255.0 * aLastColorSrc.Blue()),
+ Standard_Byte(255.0 * aLastColorSrc.Red()),
+ Standard_Byte(255.0 * aLastColorSrc.Green()),
+ Standard_Byte(255.0 * aLastColorSrc.Blue()),
0xFF
}};
const Image_ColorRGBA anInvalidColor =
{{
- int(255.0 * myInvalidColor.Red()),
- int(255.0 * myInvalidColor.Green()),
- int(255.0 * myInvalidColor.Blue()),
+ Standard_Byte(255.0 * myInvalidColor.Red()),
+ Standard_Byte(255.0 * myInvalidColor.Green()),
+ Standard_Byte(255.0 * myInvalidColor.Blue()),
0xFF
}};
for (Standard_Size aCol = 0; aCol < anImage->SizeX(); ++aCol)