+
+ if(texturesRGB)
+ {
+ color[0] = Image_LinearFloatFromsRGBFloat(color[0] * (1.0 / 255.0)) * 255.0;
+ color[1] = Image_LinearFloatFromsRGBFloat(color[1] * (1.0 / 255.0)) * 255.0;
+ color[2] = Image_LinearFloatFromsRGBFloat(color[2] * (1.0 / 255.0)) * 255.0;
+ }
+