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-rw-r--r--src/nativewindow/classes/javax/media/nativewindow/Capabilities.java51
1 files changed, 27 insertions, 24 deletions
diff --git a/src/nativewindow/classes/javax/media/nativewindow/Capabilities.java b/src/nativewindow/classes/javax/media/nativewindow/Capabilities.java
index b162392da..d02efb04f 100644
--- a/src/nativewindow/classes/javax/media/nativewindow/Capabilities.java
+++ b/src/nativewindow/classes/javax/media/nativewindow/Capabilities.java
@@ -194,32 +194,35 @@ public class Capabilities implements CapabilitiesImmutable, Cloneable, Comparabl
this.alphaBits = alphaBits;
}
- /** For on-screen OpenGL contexts on some platforms, sets whether
- the background of the context should be considered opaque. On
- supported platforms, setting this to false, in conjunction with
- the transparency values, may allow
- hardware-accelerated OpenGL content inside of windows of
- arbitrary shape. To achieve this effect it is necessary to use
- an OpenGL clear color with an alpha less than 1.0. The default
- value for this flag is <code>true</code>; setting it to false
- may incur a certain performance penalty, so it is not
- recommended to arbitrarily set it to false.<br>
- If not set already, the transparency values for red, green, blue and alpha
- are set to their default value, which is half of the value range
- of the framebuffer's corresponding component,
- ie <code> redValue = ( 1 << ( redBits - 1 ) ) -1 </code>.
- */
+ /**
+ * Defaults to true, ie. opaque surface.
+ * <p>
+ * On supported platforms, setting opaque to false may result in a translucent surface. </p>
+ *
+ * <p>
+ * Platform implementations may need an alpha component in the surface (eg. Windows),
+ * or expect pre-multiplied alpha values (eg. X11/XRender).<br>
+ * To unify the experience, this method also invokes {@link #setAlphaBits(int) setAlphaBits(1)}
+ * if {@link #getAlphaBits()} == 0.<br>
+ * Please note that in case alpha is required on the platform the
+ * clear color shall have an alpha lower than 1.0 to allow anything shining through.
+ * </p>
+ *
+ * <p>
+ * Mind that translucency may cause a performance penalty
+ * due to the composite work required by the window manager.</p>
+ *
+ * <p>
+ * The platform implementation may utilize the transparency RGBA values.<br>
+ * This is true for the original GLX transparency specification, which is no more used today.<br>
+ * Actually these values are currently not used by any implementation,
+ * so we may mark them deprecated soon, if this doesn't change.<br>
+ * </p>
+ */
public void setBackgroundOpaque(boolean opaque) {
backgroundOpaque = opaque;
- if(!opaque) {
- if(transparentValueRed<0)
- transparentValueRed = ( 1 << ( getRedBits() - 1 ) ) - 1 ;
- if(transparentValueGreen<0)
- transparentValueGreen = ( 1 << ( getGreenBits() - 1 ) ) - 1 ;
- if(transparentValueBlue<0)
- transparentValueBlue = ( 1 << ( getBlueBits() - 1 ) ) - 1 ;
- if(transparentValueAlpha<0)
- transparentValueAlpha = ( 1 << ( getAlphaBits() - 1 ) ) - 1 ;
+ if(!opaque && getAlphaBits()==0) {
+ setAlphaBits(1);
}
}