From f0d31a52b7eb0682f4b114c475f9212355720051 Mon Sep 17 00:00:00 2001 From: Dana Jansens Date: Sun, 10 Feb 2008 01:51:34 -0500 Subject: [PATCH] make white font shadows (negative shadowtint) work right.. this has been busted a long time. thank you nvidia. --- render/font.c | 17 ++++++++++++++--- 1 file changed, 14 insertions(+), 3 deletions(-) diff --git a/render/font.c b/render/font.c index 356b9c6e..369f262e 100644 --- a/render/font.c +++ b/render/font.c @@ -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;