Kaydet (Commit) 1808330a authored tarafından Tor Lillqvist's avatar Tor Lillqvist

Revert ""Fix" for some SmartArt rendering artefacts on iOS"

Nah, the "fix" is largely accidental. Must. Try. Harder.

This reverts commit c03986e0.
üst 6bb60dab
...@@ -332,26 +332,9 @@ namespace drawinglayer ...@@ -332,26 +332,9 @@ namespace drawinglayer
} }
else if(0.0 != fTrans) else if(0.0 != fTrans)
{ {
#ifndef IOS
// For some reason using this "normal" code path on
// iOS with tiled rendering causes horrible artefacts:
// The mask ends up being drawn too, ending up looking
// as translucent milky rectangles covering the
// SmartArt (which is what this typically (?) ends up
// being used for) ... Why this doesn't cause any
// artefacts on OS X, which uses largely the very same
// code in vcl/quartz, I don't know.
sal_uInt8 nMaskValue((sal_uInt8)basegfx::fround(fTrans * 255.0)); sal_uInt8 nMaskValue((sal_uInt8)basegfx::fround(fTrans * 255.0));
const AlphaMask aAlphaMask(aSizePixel, &nMaskValue); const AlphaMask aAlphaMask(aSizePixel, &nMaskValue);
mrOutDev.DrawBitmapEx(maDestPixel.TopLeft(), BitmapEx(aContent, aAlphaMask)); mrOutDev.DrawBitmapEx(maDestPixel.TopLeft(), BitmapEx(aContent, aAlphaMask));
#else
// Not sure at all why this works, but it does. The
// result is not beautiful (jaggies), but better than
// blocking out rectangles of the image.
Bitmap aMask(aContent);
aMask.Convert(BMP_CONVERSION_8BIT_GREYS);
mrOutDev.DrawBitmapEx(maDestPixel.TopLeft(), BitmapEx(aContent, aMask));
#endif
} }
else else
{ {
......
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