max_visible_level = level;
color_interpolation(srcColor, tarColor, &color,
max_visible_level, level);
- glColor4f(color.R, color.G, color.B,
- (GLfloat) view->defaultnodealpha);
+ glColor4f(color.R, color.G, color.B, view->defaultnodealpha);
glVertex3f((GLfloat) x0, (GLfloat) y0, 0.0f);
}
max_visible_level = level;
color_interpolation(srcColor, tarColor, &color,
max_visible_level, level);
- glColor4f(color.R, color.G, color.B,
- (GLfloat) view->defaultnodealpha);
-
+ glColor4f(color.R, color.G, color.B, view->defaultnodealpha);
if (get_temp_coords(t, level, n, &x, &y)) {
glVertex3f((GLfloat) x0, (GLfloat) y0, 0.0f);