if (texture.relief() != RenderTexture::Flat) {
if (texture.bevel() == RenderTexture::Bevel1) {
- for (off = 0, x = 0; x < w; ++x, off++)
+ for (off = 1, x = 1; x < w - 1; ++x, off++)
highlight(data + off,
data + off + (h-1) * w,
texture.relief()==RenderTexture::Raised);
}
if (texture.bevel() == RenderTexture::Bevel2) {
- for (off = 1, x = 1; x < w - 1; ++x, off++)
+ for (off = 2, x = 2; x < w - 2; ++x, off++)
highlight(data + off + w,
data + off + (h-2) * w,
texture.relief()==RenderTexture::Raised);
b = *up & 0xFF;
b += b >> 1;
if (r > 255) r = 255;
- if (g > 255) r = 255;
- if (b > 255) r = 255;
+ if (g > 255) g = 255;
+ if (b > 255) b = 255;
*up = (r << 16) + (g << 8) + b;
r = (*down >> 16) & 0xFF;