}
anImage->SetTopDown (false);
- Image_PixMapData<Image_ColorRGBA>& aData = anImage->EditData<Image_ColorRGBA>();
for (Standard_Size aCol = 0; aCol < Standard_Size(aColorsNb); ++aCol)
{
const Quantity_Color& aSrcColor = myTextureColorMap.Value (Standard_Integer(aCol) + 1);
- Image_ColorRGBA& aColor = aData.ChangeValue (0, aCol);
+ Image_ColorRGBA& aColor = anImage->ChangeValue<Image_ColorRGBA> (0, aCol);
aColor.r() = Standard_Byte(255.0 * aSrcColor.Red());
aColor.g() = Standard_Byte(255.0 * aSrcColor.Green());
aColor.b() = Standard_Byte(255.0 * aSrcColor.Blue());
// fill second row
for (Standard_Size aCol = (Standard_Size )aColorsNb; aCol < anImage->SizeX(); ++aCol)
{
- aData.ChangeValue (0, aCol) = aLastColor;
+ anImage->ChangeValue<Image_ColorRGBA> (0, aCol) = aLastColor;
}
const Image_ColorRGBA anInvalidColor =
}};
for (Standard_Size aCol = 0; aCol < anImage->SizeX(); ++aCol)
{
- aData.ChangeValue (1, aCol) = anInvalidColor;
+ anImage->ChangeValue<Image_ColorRGBA> (1, aCol) = anInvalidColor;
}
// create texture