all repos — openbox @ f0d31a52b7eb0682f4b114c475f9212355720051

openbox fork - make it a bit more like ryudo

make white font shadows (negative shadowtint) work right.. this has been busted a long time. thank you nvidia.
Dana Jansens danakj@orodu.net
commit

f0d31a52b7eb0682f4b114c475f9212355720051

parent

b2e52c7b48ee64213b4d9e3fbab0d35f66410122

1 files changed, 14 insertions(+), 3 deletions(-)

jump to
M render/font.crender/font.c

@@ -258,9 +258,20 @@ break;

} 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;