Float
Definition
-- @/lua/common/extensions/ui/imgui_custom_luaintf.lua:56
function M.Float(x) return x end
Callers
@/lua/ge/extensions/editor/flowgraph/properties.lua
cdata[path] = im.ArrayFloat(3)
cdata[path][0] = im.Float(v[1])
cdata[path][1] = im.Float(v[2])
cdata[path][0] = im.Float(v[1])
cdata[path][1] = im.Float(v[2])
cdata[path][2] = im.Float(v[3])
cdata[path][1] = im.Float(v[2])
cdata[path][2] = im.Float(v[3])
end
cdata[path] = im.ArrayFloat(4)
cdata[path][0] = im.Float(v[1])
cdata[path][1] = im.Float(v[2])
cdata[path][0] = im.Float(v[1])
cdata[path][1] = im.Float(v[2])
cdata[path][2] = im.Float(v[3])
cdata[path][1] = im.Float(v[2])
cdata[path][2] = im.Float(v[3])
cdata[path][3] = im.Float(v[4])
cdata[path][2] = im.Float(v[3])
cdata[path][3] = im.Float(v[4])
end
}
cdata[path].clr[0] = im.Float(v[1])
cdata[path].clr[1] = im.Float(v[2])
cdata[path].clr[0] = im.Float(v[1])
cdata[path].clr[1] = im.Float(v[2])
cdata[path].clr[2] = im.Float(v[3])
cdata[path].clr[1] = im.Float(v[2])
cdata[path].clr[2] = im.Float(v[3])
cdata[path].clr[3] = im.Float(v[4])
cdata[path].clr[2] = im.Float(v[3])
cdata[path].clr[3] = im.Float(v[4])
cdata[path].pbr[1] = im.FloatPtr(v[5] or 0.5)
cdata[path] = im.ArrayFloat(4)
cdata[path][0] = im.Float(v[1])
cdata[path][1] = im.Float(v[2])
cdata[path][0] = im.Float(v[1])
cdata[path][1] = im.Float(v[2])
cdata[path][2] = im.Float(v[3])
cdata[path][1] = im.Float(v[2])
cdata[path][2] = im.Float(v[3])
cdata[path][3] = im.Float(v[4])
cdata[path][2] = im.Float(v[3])
cdata[path][3] = im.Float(v[4])
end
local val = item.customColor or item.color
imVal[0] = im.Float(val.x)
imVal[1] = im.Float(val.y)
imVal[0] = im.Float(val.x)
imVal[1] = im.Float(val.y)
imVal[2] = im.Float(val.z)
imVal[1] = im.Float(val.y)
imVal[2] = im.Float(val.z)
imVal[3] = im.Float(val.w)
imVal[2] = im.Float(val.z)
imVal[3] = im.Float(val.w)
self._editCustomProperties.color = imVal
val = item.iconColor or item.customIconColor
imVal[0] = im.Float(val.x)
imVal[1] = im.Float(val.y)
imVal[0] = im.Float(val.x)
imVal[1] = im.Float(val.y)
imVal[2] = im.Float(val.z)
imVal[1] = im.Float(val.y)
imVal[2] = im.Float(val.z)
imVal[3] = im.Float(val.w)
imVal[2] = im.Float(val.z)
imVal[3] = im.Float(val.w)
self._editCustomProperties.iconColor = imVal
@/lua/ge/extensions/editor/util/transformUtil.lua
self.inputScl = im.ArrayFloat(3)
self.inputScl[0] = im.Float(self.scl.x)
self.inputScl[1] = im.Float(self.scl.y)
self.inputScl[0] = im.Float(self.scl.x)
self.inputScl[1] = im.Float(self.scl.y)
self.inputScl[2] = im.Float(self.scl.z)
self.inputScl[1] = im.Float(self.scl.y)
self.inputScl[2] = im.Float(self.scl.z)
end
function C:updateInputFields()
self.inputPos[0] = im.Float(self.pos.x)
self.inputPos[1] = im.Float(self.pos.y)
self.inputPos[0] = im.Float(self.pos.x)
self.inputPos[1] = im.Float(self.pos.y)
self.inputPos[2] = im.Float(self.pos.z)
self.inputPos[1] = im.Float(self.pos.y)
self.inputPos[2] = im.Float(self.pos.z)
self.inputRot[0] = im.Float(self.rot.x)
self.inputRot[1] = im.Float(self.rot.y)
self.inputRot[0] = im.Float(self.rot.x)
self.inputRot[1] = im.Float(self.rot.y)
self.inputRot[2] = im.Float(self.rot.z)
self.inputRot[1] = im.Float(self.rot.y)
self.inputRot[2] = im.Float(self.rot.z)
self.inputRot[3] = im.Float(self.rot.w)
self.inputRot[2] = im.Float(self.rot.z)
self.inputRot[3] = im.Float(self.rot.w)
else
self.inputScl[0] = im.Float(self.scl.x)
self.inputScl[1] = im.Float(self.scl.y)
self.inputScl[0] = im.Float(self.scl.x)
self.inputScl[1] = im.Float(self.scl.y)
self.inputScl[2] = im.Float(self.scl.z)
self.inputScl[1] = im.Float(self.scl.y)
self.inputScl[2] = im.Float(self.scl.z)
end
self.pos = vec3(editor.getAxisGizmoTransform():getColumn(3))
self.inputPos[0] = im.Float(self.pos.x)
self.inputPos[1] = im.Float(self.pos.y)
self.inputPos[0] = im.Float(self.pos.x)
self.inputPos[1] = im.Float(self.pos.y)
self.inputPos[2] = im.Float(self.pos.z)
self.inputPos[1] = im.Float(self.pos.y)
self.inputPos[2] = im.Float(self.pos.z)
elseif editor.getAxisGizmoMode() == editor.AxisGizmoMode_Rotate and self.allowRotate then
end
self.inputRot[0] = im.Float(self.rot.x)
self.inputRot[1] = im.Float(self.rot.y)
self.inputRot[0] = im.Float(self.rot.x)
self.inputRot[1] = im.Float(self.rot.y)
self.inputRot[2] = im.Float(self.rot.z)
self.inputRot[1] = im.Float(self.rot.y)
self.inputRot[2] = im.Float(self.rot.z)
self.inputRot[3] = im.Float(self.rot.w)
self.inputRot[2] = im.Float(self.rot.z)
self.inputRot[3] = im.Float(self.rot.w)
elseif editor.getAxisGizmoMode() == editor.AxisGizmoMode_Scale and self.allowScale then
self.scl = self.beginDragScl:componentMul(scl)
self.inputScl[0] = im.Float(self.scl.x)
self.inputScl[1] = im.Float(self.scl.y)
self.inputScl[0] = im.Float(self.scl.x)
self.inputScl[1] = im.Float(self.scl.y)
self.inputScl[2] = im.Float(self.scl.z)
self.inputScl[1] = im.Float(self.scl.y)
self.inputScl[2] = im.Float(self.scl.z)
end
@/lua/ge/extensions/editor/scriptAIEditor.lua
if v == 0 then
col[0], col[1], col[2] = im.Float(1.0), im.Float(0.0), im.Float(0.0)
elseif v == 1 then
if v == 0 then
col[0], col[1], col[2] = im.Float(1.0), im.Float(0.0), im.Float(0.0)
elseif v == 1 then
if v == 0 then
col[0], col[1], col[2] = im.Float(1.0), im.Float(0.0), im.Float(0.0)
elseif v == 1 then
elseif v == 1 then
col[0], col[1], col[2] = im.Float(0.0), im.Float(0.0), im.Float(1.0)
elseif v == 2 then
elseif v == 1 then
col[0], col[1], col[2] = im.Float(0.0), im.Float(0.0), im.Float(1.0)
elseif v == 2 then
elseif v == 1 then
col[0], col[1], col[2] = im.Float(0.0), im.Float(0.0), im.Float(1.0)
elseif v == 2 then
elseif v == 2 then
col[0], col[1], col[2] = im.Float(0.0), im.Float(1.0), im.Float(0.0)
elseif v == 3 then
elseif v == 2 then
col[0], col[1], col[2] = im.Float(0.0), im.Float(1.0), im.Float(0.0)
elseif v == 3 then
elseif v == 2 then
col[0], col[1], col[2] = im.Float(0.0), im.Float(1.0), im.Float(0.0)
elseif v == 3 then
elseif v == 3 then
col[0], col[1], col[2] = im.Float(1.0), im.Float(0.0), im.Float(1.0)
elseif v == 4 then
elseif v == 3 then
col[0], col[1], col[2] = im.Float(1.0), im.Float(0.0), im.Float(1.0)
elseif v == 4 then
elseif v == 3 then
col[0], col[1], col[2] = im.Float(1.0), im.Float(0.0), im.Float(1.0)
elseif v == 4 then
elseif v == 4 then
col[0], col[1], col[2] = im.Float(1.0), im.Float(1.0), im.Float(0.0)
else
elseif v == 4 then
col[0], col[1], col[2] = im.Float(1.0), im.Float(1.0), im.Float(0.0)
else
elseif v == 4 then
col[0], col[1], col[2] = im.Float(1.0), im.Float(1.0), im.Float(0.0)
else
else
col[0], col[1], col[2] = im.Float(0.0), im.Float(1.0), im.Float(1.0)
end
else
col[0], col[1], col[2] = im.Float(0.0), im.Float(1.0), im.Float(1.0)
end
else
col[0], col[1], col[2] = im.Float(0.0), im.Float(1.0), im.Float(1.0)
end
c = im.ArrayFloat(3)
c[0], c[1], c[2] = im.Float(color[0]), im.Float(color[1]), im.Float(color[2])
else
c = im.ArrayFloat(3)
c[0], c[1], c[2] = im.Float(color[0]), im.Float(color[1]), im.Float(color[2])
else
c = im.ArrayFloat(3)
c[0], c[1], c[2] = im.Float(color[0]), im.Float(color[1]), im.Float(color[2])
else
@/lua/common/extensions/ui/flowgraph/editor.lua
local val = displayOptions.allowEditing and variable.baseValue or variable.value
imVal[0] = im.Float(val[1])
imVal[1] = im.Float(val[2])
imVal[0] = im.Float(val[1])
imVal[1] = im.Float(val[2])
imVal[2] = im.Float(val[3])
imVal[1] = im.Float(val[2])
imVal[2] = im.Float(val[3])
if im.InputFloat3("##input" .. name, imVal, nil, im.InputTextFlags_EnterReturnsTrue) then
local val = displayOptions.allowEditing and variable.baseValue or variable.value
imVal[0] = im.Float(val[1])
imVal[1] = im.Float(val[2])
imVal[0] = im.Float(val[1])
imVal[1] = im.Float(val[2])
imVal[2] = im.Float(val[3])
imVal[1] = im.Float(val[2])
imVal[2] = im.Float(val[3])
imVal[3] = im.Float(val[4])
imVal[2] = im.Float(val[3])
imVal[3] = im.Float(val[4])
if im.InputFloat4("##input" .. name, imVal, nil, im.InputTextFlags_EnterReturnsTrue) then
local val = displayOptions.allowEditing and variable.baseValue or variable.value
imVal[0] = im.Float(val[1])
imVal[1] = im.Float(val[2])
imVal[0] = im.Float(val[1])
imVal[1] = im.Float(val[2])
imVal[2] = im.Float(val[3])
imVal[1] = im.Float(val[2])
imVal[2] = im.Float(val[3])
imVal[3] = im.Float(val[4])
imVal[2] = im.Float(val[3])
imVal[3] = im.Float(val[4])
if im.ColorEdit4("##input" .. name, imVal, nil, im.InputTextFlags_EnterReturnsTrue) then
@/lua/ge/extensions/flowgraph/nodes/types/transform.lua
local pos = im.ArrayFloat(3)
pos[0] = im.Float(self.position.x)
pos[1] = im.Float(self.position.y)
pos[0] = im.Float(self.position.x)
pos[1] = im.Float(self.position.y)
pos[2] = im.Float(self.position.z)
pos[1] = im.Float(self.position.y)
pos[2] = im.Float(self.position.z)
im.PushItemWidth(columnSize.x)
local rot = im.ArrayFloat(4)
rot[0] = im.Float(self.rotation.x)
rot[1] = im.Float(self.rotation.y)
rot[0] = im.Float(self.rotation.x)
rot[1] = im.Float(self.rotation.y)
rot[2] = im.Float(self.rotation.z)
rot[1] = im.Float(self.rotation.y)
rot[2] = im.Float(self.rotation.z)
rot[3] = im.Float(self.rotation.w)
rot[2] = im.Float(self.rotation.z)
rot[3] = im.Float(self.rotation.w)
im.PushItemWidth(columnSize.x)
local eul = im.ArrayFloat(3)
eul[0] = im.Float(self.euler.x/math.pi * 180)
eul[1] = im.Float(self.euler.y/math.pi * 180)
eul[0] = im.Float(self.euler.x/math.pi * 180)
eul[1] = im.Float(self.euler.y/math.pi * 180)
eul[2] = im.Float(self.euler.z/math.pi * 180)
eul[1] = im.Float(self.euler.y/math.pi * 180)
eul[2] = im.Float(self.euler.z/math.pi * 180)
im.PushItemWidth(columnSize.x)
local scl = im.ArrayFloat(3)
scl[0] = im.Float(self.scale.x)
scl[1] = im.Float(self.scale.y)
scl[0] = im.Float(self.scale.x)
scl[1] = im.Float(self.scale.y)
scl[2] = im.Float(self.scale.z)
scl[1] = im.Float(self.scale.y)
scl[2] = im.Float(self.scale.z)
im.PushItemWidth(columnSize.x)
local clr = im.ArrayFloat(4)
clr[0] = im.Float(self.markerColor.red)
clr[1] = im.Float(self.markerColor.green)
clr[0] = im.Float(self.markerColor.red)
clr[1] = im.Float(self.markerColor.green)
clr[2] = im.Float(self.markerColor.blue)
clr[1] = im.Float(self.markerColor.green)
clr[2] = im.Float(self.markerColor.blue)
clr[3] = im.Float(self.markerColor.alpha)
clr[2] = im.Float(self.markerColor.blue)
clr[3] = im.Float(self.markerColor.alpha)
im.PushItemWidth(columnSize.x)
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/vePropTransformer.lua
inputBaseTranslationGlobal[0] = im.Float(0)
inputBaseTranslationGlobal[1] = im.Float(0)
inputBaseTranslationGlobal[0] = im.Float(0)
inputBaseTranslationGlobal[1] = im.Float(0)
inputBaseTranslationGlobal[2] = im.Float(0)
inputBaseTranslationGlobal[1] = im.Float(0)
inputBaseTranslationGlobal[2] = im.Float(0)
inputBaseTranslation[0] = im.Float(0)
inputBaseTranslation[1] = im.Float(0)
inputBaseTranslation[0] = im.Float(0)
inputBaseTranslation[1] = im.Float(0)
inputBaseTranslation[2] = im.Float(0)
inputBaseTranslation[1] = im.Float(0)
inputBaseTranslation[2] = im.Float(0)
inputBaseRotation[0] = im.Float(0)
inputBaseRotation[1] = im.Float(0)
inputBaseRotation[0] = im.Float(0)
inputBaseRotation[1] = im.Float(0)
inputBaseRotation[2] = im.Float(0)
inputBaseRotation[1] = im.Float(0)
inputBaseRotation[2] = im.Float(0)
inputBaseRotationGlobal[0] = im.Float(0)
inputBaseRotationGlobal[1] = im.Float(0)
inputBaseRotationGlobal[0] = im.Float(0)
inputBaseRotationGlobal[1] = im.Float(0)
inputBaseRotationGlobal[2] = im.Float(0)
inputBaseRotationGlobal[1] = im.Float(0)
inputBaseRotationGlobal[2] = im.Float(0)
inputBaseTranslation[0] = im.Float(baseTranslation.x)
inputBaseTranslation[1] = im.Float(baseTranslation.y)
inputBaseTranslation[0] = im.Float(baseTranslation.x)
inputBaseTranslation[1] = im.Float(baseTranslation.y)
inputBaseTranslation[2] = im.Float(baseTranslation.z)
inputBaseTranslation[1] = im.Float(baseTranslation.y)
inputBaseTranslation[2] = im.Float(baseTranslation.z)
inputBaseTranslationGlobal[0] = im.Float(baseTranslationGlobal.x)
inputBaseTranslationGlobal[1] = im.Float(baseTranslationGlobal.y)
inputBaseTranslationGlobal[0] = im.Float(baseTranslationGlobal.x)
inputBaseTranslationGlobal[1] = im.Float(baseTranslationGlobal.y)
inputBaseTranslationGlobal[2] = im.Float(baseTranslationGlobal.z)
inputBaseTranslationGlobal[1] = im.Float(baseTranslationGlobal.y)
inputBaseTranslationGlobal[2] = im.Float(baseTranslationGlobal.z)
inputBaseRotation[0] = im.Float(baseRotation.x * 180.0 / math.pi)
inputBaseRotation[1] = im.Float(baseRotation.y * 180.0 / math.pi)
inputBaseRotation[0] = im.Float(baseRotation.x * 180.0 / math.pi)
inputBaseRotation[1] = im.Float(baseRotation.y * 180.0 / math.pi)
inputBaseRotation[2] = im.Float(baseRotation.z * 180.0 / math.pi)
inputBaseRotation[1] = im.Float(baseRotation.y * 180.0 / math.pi)
inputBaseRotation[2] = im.Float(baseRotation.z * 180.0 / math.pi)
inputBaseRotationGlobal[0] = im.Float(baseRotationGlobal.x * 180.0 / math.pi)
inputBaseRotationGlobal[1] = im.Float(baseRotationGlobal.y * 180.0 / math.pi)
inputBaseRotationGlobal[0] = im.Float(baseRotationGlobal.x * 180.0 / math.pi)
inputBaseRotationGlobal[1] = im.Float(baseRotationGlobal.y * 180.0 / math.pi)
inputBaseRotationGlobal[2] = im.Float(baseRotationGlobal.z * 180.0 / math.pi)
inputBaseRotationGlobal[1] = im.Float(baseRotationGlobal.y * 180.0 / math.pi)
inputBaseRotationGlobal[2] = im.Float(baseRotationGlobal.z * 180.0 / math.pi)
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
local trackPositionValues = {position = im.ArrayFloat(3), rotation = im.FloatPtr(0) }
trackPositionValues.position[0] = im.Float(0)
trackPositionValues.position[1] = im.Float(0)
trackPositionValues.position[0] = im.Float(0)
trackPositionValues.position[1] = im.Float(0)
trackPositionValues.position[2] = im.Float(15)
trackPositionValues.position[1] = im.Float(0)
trackPositionValues.position[2] = im.Float(15)
@/lua/ge/extensions/flowgraph/nodes/scene/camera/setCameraRotation.lua
im.PushItemWidth(200)
pos[0] = im.Float(self.rotation.x)
pos[1] = im.Float(self.rotation.y)
pos[0] = im.Float(self.rotation.x)
pos[1] = im.Float(self.rotation.y)
pos[2] = im.Float(self.rotation.z)
pos[1] = im.Float(self.rotation.y)
pos[2] = im.Float(self.rotation.z)
pos[3] = im.Float(self.rotation.w)
pos[2] = im.Float(self.rotation.z)
pos[3] = im.Float(self.rotation.w)
if im.DragFloat4("##pos"..self.id,pos, 0.5) then
@/lua/ge/extensions/editor/slotTrafficEditor.lua
local posArray = im.ArrayFloat(3)
posArray[0] = im.Float(node.pos.x)
posArray[1] = im.Float(node.pos.y)
posArray[0] = im.Float(node.pos.x)
posArray[1] = im.Float(node.pos.y)
posArray[2] = im.Float(node.pos.z)
posArray[1] = im.Float(node.pos.y)
posArray[2] = im.Float(node.pos.z)
editor.uiInputFloat3("Position", posArray, nil, nil, editEnded)
@/lua/ge/extensions/editor/sitesEditor/sortedListDisplay.lua
self.color = im.ArrayFloat(4)
self.color[0] = im.Float(elem.color.x)
self.color[1] = im.Float(elem.color.y)
self.color[0] = im.Float(elem.color.x)
self.color[1] = im.Float(elem.color.y)
self.color[2] = im.Float(elem.color.z)
self.color[1] = im.Float(elem.color.y)
self.color[2] = im.Float(elem.color.z)
self.color[3] = im.Float(1)
self.color[2] = im.Float(elem.color.z)
self.color[3] = im.Float(1)
self.fields = {}
@/lua/ge/extensions/flowgraph/basenode.lua
local c = rainbowColor(10,11-clr,1)
comment.backgroundColor[0] = im.Float(0.125+c[1]*0.75)
comment.backgroundColor[1] = im.Float(0.125+c[2]*0.75)
comment.backgroundColor[0] = im.Float(0.125+c[1]*0.75)
comment.backgroundColor[1] = im.Float(0.125+c[2]*0.75)
comment.backgroundColor[2] = im.Float(0.125+c[3]*0.75)
comment.backgroundColor[1] = im.Float(0.125+c[2]*0.75)
comment.backgroundColor[2] = im.Float(0.125+c[3]*0.75)
comment.borderColor[0] = im.Float(0.75+c[1]*0.25)
comment.backgroundColor[2] = im.Float(0.125+c[3]*0.75)
comment.borderColor[0] = im.Float(0.75+c[1]*0.25)
comment.borderColor[1] = im.Float(0.75+c[2]*0.25)
comment.borderColor[0] = im.Float(0.75+c[1]*0.25)
comment.borderColor[1] = im.Float(0.75+c[2]*0.25)
comment.borderColor[2] = im.Float(0.75+c[3]*0.25)
comment.borderColor[1] = im.Float(0.75+c[2]*0.25)
comment.borderColor[2] = im.Float(0.75+c[3]*0.25)
comment:refreshColors()
@/lua/ge/extensions/flowgraph/nodes/scene/camera/setCameraPosition.lua
im.PushItemWidth(150)
pos[0] = im.Float(self.position.x)
pos[1] = im.Float(self.position.y)
pos[0] = im.Float(self.position.x)
pos[1] = im.Float(self.position.y)
pos[2] = im.Float(self.position.z)
pos[1] = im.Float(self.position.y)
pos[2] = im.Float(self.position.z)
if im.DragFloat3("##pos"..self.id,pos, 0.5) then
@/lua/ge/extensions/flowgraph/nodes/types/color.lua
}
self.colorData.clr[0] = im.Float(self.clr[1])
self.colorData.clr[1] = im.Float(self.clr[2])
self.colorData.clr[0] = im.Float(self.clr[1])
self.colorData.clr[1] = im.Float(self.clr[2])
self.colorData.clr[2] = im.Float(self.clr[3])
self.colorData.clr[1] = im.Float(self.clr[2])
self.colorData.clr[2] = im.Float(self.clr[3])
self.colorData.clr[3] = im.Float(self.clr[4])
self.colorData.clr[2] = im.Float(self.clr[3])
self.colorData.clr[3] = im.Float(self.clr[4])
self.colorData.pbr[1] = im.FloatPtr(self.clr[5] or 0)
@/lua/ge/extensions/flowgraph/nodes/debug/comment.lua
self.backgroundColor = im.ArrayFloat(4)
self.backgroundColor[0] = im.Float(0.5)
self.backgroundColor[1] = im.Float(0.5)
self.backgroundColor[0] = im.Float(0.5)
self.backgroundColor[1] = im.Float(0.5)
self.backgroundColor[2] = im.Float(0.5)
self.backgroundColor[1] = im.Float(0.5)
self.backgroundColor[2] = im.Float(0.5)
self.backgroundColor[3] = im.Float(0.5)
self.backgroundColor[2] = im.Float(0.5)
self.backgroundColor[3] = im.Float(0.5)
self.bgColorVec4 = im.ImVec4(0,0,0,0)
self.borderColor = im.ArrayFloat(4)
self.borderColor[0] = im.Float(0.8)
self.borderColor[1] = im.Float(0.8)
self.borderColor[0] = im.Float(0.8)
self.borderColor[1] = im.Float(0.8)
self.borderColor[2] = im.Float(0.8)
self.borderColor[1] = im.Float(0.8)
self.borderColor[2] = im.Float(0.8)
self.borderColor[3] = im.Float(1)
self.borderColor[2] = im.Float(0.8)
self.borderColor[3] = im.Float(1)
self.borderColorVec4 = im.ImVec4(0,0,0,0)
self.textColor = im.ArrayFloat(4)
self.textColor[0] = im.Float(1)
self.textColor[1] = im.Float(1)
self.textColor[0] = im.Float(1)
self.textColor[1] = im.Float(1)
self.textColor[2] = im.Float(1)
self.textColor[1] = im.Float(1)
self.textColor[2] = im.Float(1)
self.textColor[3] = im.Float(1)
self.textColor[2] = im.Float(1)
self.textColor[3] = im.Float(1)
self.textColorVec4 = im.ImVec4(0,0,0,0)
@/lua/ge/extensions/editor/multiSpawnManager.lua
colorTbl.clr[0] = im.Float(paint.baseColor[1] or 1)
colorTbl.clr[1] = im.Float(paint.baseColor[2] or 1)
colorTbl.clr[0] = im.Float(paint.baseColor[1] or 1)
colorTbl.clr[1] = im.Float(paint.baseColor[2] or 1)
colorTbl.clr[2] = im.Float(paint.baseColor[3] or 1)
colorTbl.clr[1] = im.Float(paint.baseColor[2] or 1)
colorTbl.clr[2] = im.Float(paint.baseColor[3] or 1)
colorTbl.clr[3] = im.Float(paint.baseColor[4] or 1)
colorTbl.clr[2] = im.Float(paint.baseColor[3] or 1)
colorTbl.clr[3] = im.Float(paint.baseColor[4] or 1)