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authorKenneth Russel <[email protected]>2005-04-10 00:34:23 +0000
committerKenneth Russel <[email protected]>2005-04-10 00:34:23 +0000
commit4f44fc490c647a0f3f5fc8b277266649c11b3691 (patch)
tree284861b9678aea3230d67c439f97d64964df7325 /src/net/java
parent67edaed7d4b9da5080bdd5d80a9206b821b93d7a (diff)
Fixed Issue 148: Swing Component Shadow on GLJPanel
The test case specifies alpha bits in the GLCapabilities, which caused the GLJPanel to create a TYPE_INT_ARGB BufferedImage to store the results of the readback of the frame buffer for rendering into the GLJPanel. This appears to not be the correct thing to do, because it causes this BufferedImage to be alpha-blended with whatever other rendering is performed into Java2D's backing store. Therefore when the button was redrawn, its image would show up in this backing store alpha-blended with the OpenGL rendering results since both were redrawn simultaneously. I believe the correct solution is to never create a BufferedImage with an alpha component for the framebuffer readback even if alpha bits are specified in the GLCapabilities. This is what has been implemented in the JOGL source base. git-svn-id: file:///usr/local/projects/SUN/JOGL/git-svn/svn-server-sync/jogl/trunk@258 232f8b59-042b-4e1e-8c03-345bb8c30851
Diffstat (limited to 'src/net/java')
-rw-r--r--src/net/java/games/jogl/GLJPanel.java6
1 files changed, 1 insertions, 5 deletions
diff --git a/src/net/java/games/jogl/GLJPanel.java b/src/net/java/games/jogl/GLJPanel.java
index 234908b80..229cc3446 100644
--- a/src/net/java/games/jogl/GLJPanel.java
+++ b/src/net/java/games/jogl/GLJPanel.java
@@ -454,11 +454,7 @@ public final class GLJPanel extends JPanel implements GLDrawable {
// Should be more flexible in these BufferedImage formats;
// perhaps see what the preferred image types are on the
// given platform
- if (offscreenCaps.getAlphaBits() > 0) {
- awtFormat = BufferedImage.TYPE_INT_ARGB;
- } else {
- awtFormat = BufferedImage.TYPE_INT_RGB;
- }
+ awtFormat = BufferedImage.TYPE_INT_RGB;
// This seems to be a good choice on all platforms
hwGLFormat = GL.GL_UNSIGNED_INT_8_8_8_8_REV;