const aiFace& f = out->mFaces[out->mNumFaces++];
aiColor4D* vo = &out->mColors[0][out->mNumVertices];
- const float scaleZeroToOne = 1.f / 255.f;
+ const ai_real scaleZeroToOne = 1.f / 255.f;
for (unsigned int j = 0; j < f.mNumIndices; ++j,++vo,++out->mNumVertices) {
const MLoopCol& col = mesh->mloopcol[v.loopstart + j];
- vo->r = float(col.r) * scaleZeroToOne;
- vo->g = float(col.g) * scaleZeroToOne;
- vo->b = float(col.b) * scaleZeroToOne;
- vo->a = float(col.a) * scaleZeroToOne;
+ vo->r = ai_real(col.r) * scaleZeroToOne;
+ vo->g = ai_real(col.g) * scaleZeroToOne;
+ vo->b = ai_real(col.b) * scaleZeroToOne;
+ vo->a = ai_real(col.a) * scaleZeroToOne;
}
}