bright-gpu-74537
01/17/2022, 12:27 PMorange-van-60470
01/17/2022, 12:28 PMbright-gpu-74537
01/17/2022, 12:28 PMimage.imageData.set(x, y, 0xFF00FFFF, true) or image.imageData.set(x, y, 0xFF0000)orange-van-60470
01/17/2022, 12:29 PMbright-gpu-74537
01/17/2022, 12:29 PMorange-van-60470
01/17/2022, 12:33 PMinline
function toHexInt( c: Float ): Int
return Math.round( c * 255 );
inline
function rgbInt( c: Int ): Int
return ( c << 8 ) >> 8;
inline
function getAlpha( c: Float ): Float
return ((Std.int(c) >> 24) & 255 )/255;
inline
function getColor( c: Float ): Int
return rgbInt( Std.int( c ) );
// throws aways alpha on c and uses the new a value.
inline
function colorAlpha( color: Int, alpha: Float ): Int
return ( toHexInt( alpha ) << 24 ) | rgbInt( color );
inline
function colorIntAlpha( color: Int, alpha: Int ): Int
return ( alpha << 24 ) | rgbInt( color );
I think it's ideal to provide
0xFF0000 ?1.
and
0xFFFF0000
since the methods are inlined you can use some of them to manipulate rgb, argb, and alpha to your needs.orange-van-60470
01/17/2022, 12:35 PMorange-van-60470
01/17/2022, 12:35 PMorange-van-60470
01/17/2022, 12:36 PMorange-van-60470
01/17/2022, 12:36 PMorange-van-60470
01/17/2022, 12:36 PMorange-van-60470
01/17/2022, 12:37 PMbright-gpu-74537
01/17/2022, 12:37 PMbright-gpu-74537
01/17/2022, 12:37 PMorange-van-60470
01/17/2022, 12:38 PMorange-van-60470
01/17/2022, 12:38 PMbright-gpu-74537
01/17/2022, 12:39 PMorange-van-60470
01/17/2022, 12:39 PMorange-van-60470
01/17/2022, 12:40 PMorange-van-60470
01/17/2022, 12:41 PMbright-gpu-74537
01/17/2022, 12:42 PMorange-van-60470
01/17/2022, 12:42 PMbright-gpu-74537
01/17/2022, 12:43 PMbright-gpu-74537
01/17/2022, 12:43 PMbright-gpu-74537
01/17/2022, 12:43 PMp[i] = 0xFF0000; i += 3orange-van-60470
01/17/2022, 12:44 PMorange-van-60470
01/17/2022, 12:44 PMbright-gpu-74537
01/17/2022, 12:45 PMorange-van-60470
01/17/2022, 12:45 PMbright-gpu-74537
01/17/2022, 12:45 PM