Mercurial > sdl-ios-xcode
changeset 1641:5cf11b00b900
Fixed bug #197
On servers with the composite extension enabled, visuals with 32-bit depth
have an alpha mask. This is pretty neat, but SDL needs a bit more work to
handle these properly, so for now, we'll just use 24 bit depth visuals.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Mon, 17 Apr 2006 04:54:08 +0000 |
parents | 5eaab017cc28 |
children | f1211a4b7380 |
files | src/video/x11/SDL_x11modes.c src/video/x11/SDL_x11video.c |
diffstat | 2 files changed, 15 insertions(+), 1 deletions(-) [+] |
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--- a/src/video/x11/SDL_x11modes.c Mon Apr 17 03:58:29 2006 +0000 +++ b/src/video/x11/SDL_x11modes.c Mon Apr 17 04:54:08 2006 +0000 @@ -620,7 +620,11 @@ #endif /* SDL_VIDEO_DRIVER_X11_XME */ { + /* It's interesting to note that if we allow 32 bit depths, + we get a visual with an alpha mask on composite servers. static int depth_list[] = { 32, 24, 16, 15, 8 }; + */ + static int depth_list[] = { 24, 16, 15, 8 }; int j, np; int use_directcolor = 1; XPixmapFormatValues *pf;
--- a/src/video/x11/SDL_x11video.c Mon Apr 17 03:58:29 2006 +0000 +++ b/src/video/x11/SDL_x11video.c Mon Apr 17 04:54:08 2006 +0000 @@ -557,6 +557,9 @@ vformat->Gmask = SDL_Visual->green_mask; vformat->Bmask = SDL_Visual->blue_mask; } + if ( this->hidden->depth == 32 ) { + vformat->Amask = (0xFFFFFFFF & ~(vformat->Rmask|vformat->Gmask|vformat->Bmask)); + } X11_SaveVidModeGamma(this); /* See if we have been passed a window to use */ @@ -772,6 +775,7 @@ int i, depth; Visual *vis; int vis_change; + Uint32 Amask; /* If a window is already present, destroy it and start fresh */ if ( SDL_Window ) { @@ -822,9 +826,15 @@ this->hidden->depth = depth; /* Allocate the new pixel format for this video mode */ + if ( this->hidden->depth == 32 ) { + Amask = (0xFFFFFFFF & ~(vis->red_mask|vis->green_mask|vis->blue_mask)); + } else { + Amask = 0; + } if ( ! SDL_ReallocFormat(screen, bpp, - vis->red_mask, vis->green_mask, vis->blue_mask, 0) ) + vis->red_mask, vis->green_mask, vis->blue_mask, Amask) ) { return -1; + } /* Create the appropriate colormap */ if ( SDL_XColorMap != SDL_DisplayColormap ) {