make white font shadows (negative shadowtint) work right.. this has been busted a...
authorDana Jansens <danakj@orodu.net>
Sun, 10 Feb 2008 06:51:34 +0000 (01:51 -0500)
committerDana Jansens <danakj@orodu.net>
Sun, 10 Feb 2008 06:52:08 +0000 (01:52 -0500)
render/font.c

index 356b9c6..369f262 100644 (file)
@@ -258,9 +258,20 @@ void RrFontDraw(XftDraw *d, RrTextureText *t, RrRect *area)
     }
 
     if (t->shadow_offset_x || t->shadow_offset_y) {
     }
 
     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;
 
         c.color.alpha = 0xffff * t->shadow_alpha / 255;
         c.pixel = t->shadow_color->pixel;