make white font shadows (negative shadowtint) work right.. this has been busted a long time. thank you nvidia.

This commit is contained in:
Dana Jansens 2008-02-10 01:51:34 -05:00
parent b2e52c7b48
commit f0d31a52b7

View file

@ -258,9 +258,20 @@ void RrFontDraw(XftDraw *d, RrTextureText *t, RrRect *area)
}
if (t->shadow_offset_x || t->shadow_offset_y) {
c.color.red = t->shadow_color->r | t->shadow_color->r << 8;
c.color.green = t->shadow_color->g | t->shadow_color->g << 8;
c.color.blue = t->shadow_color->b | t->shadow_color->b << 8;
/* From nvidia's readme (chapter 23):
When rendering to a 32-bit window, keep in mind that the X RENDER
extension, used by most composite managers, expects "premultiplied
alpha" colors. This means that if your color has components (r,g,b)
and alpha value a, then you must render (a*r, a*g, a*b, a) into the
target window.
*/
c.color.red = (t->shadow_color->r | t->shadow_color->r << 8) *
t->shadow_alpha / 255;
c.color.green = (t->shadow_color->g | t->shadow_color->g << 8) *
t->shadow_alpha / 255;
c.color.blue = (t->shadow_color->b | t->shadow_color->b << 8) *
t->shadow_alpha / 255;
c.color.alpha = 0xffff * t->shadow_alpha / 255;
c.pixel = t->shadow_color->pixel;