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authorMarkus Mohrhard <markus.mohrhard@collabora.co.uk>2014-01-13 22:47:23 +0100
committerMarkus Mohrhard <markus.mohrhard@googlemail.com>2014-01-29 08:09:52 +0100
commitf04ad9460d5aee148371e1290df39d911812351c (patch)
treece93878d4dcb34bfbfdc9528c9093ff8c35569a6 /chart2
parent7bff5d998ba8905b1f5bc64d230df5af3401eca6 (diff)
no need for the bitmap header, we ignore it anyway in the next stage
Change-Id: I007434264bd5649c55d195d30c5447704f930fe0
Diffstat (limited to 'chart2')
-rwxr-xr-xchart2/source/view/main/OpenGLRender.cxx8
1 files changed, 3 insertions, 5 deletions
diff --git a/chart2/source/view/main/OpenGLRender.cxx b/chart2/source/view/main/OpenGLRender.cxx
index 41728713b0b8..0fef5c5909a1 100755
--- a/chart2/source/view/main/OpenGLRender.cxx
+++ b/chart2/source/view/main/OpenGLRender.cxx
@@ -1474,9 +1474,7 @@ int OpenGLRender::CreateTextTexture(::rtl::OUString textValue, sal_uInt32 color,
BitmapEx aBitmapEx(aDevice.GetBitmap(aRect.TopLeft(), Size(bmpWidth, bmpHeight)));
Bitmap aBitmap( aBitmapEx.GetBitmap());
int bitmapsize = aBitmap.GetSizeBytes();
- boost::scoped_array<sal_uInt8> bitmapBuf(new sal_uInt8[bitmapsize * 4 / 3 + BMP_HEADER_LEN]);
- //TODO:moggi: why do we need the BMP header?
- CreateBMPHeaderRGBA(bitmapBuf.get(), bmpWidth, bmpHeight);
+ boost::scoped_array<sal_uInt8> bitmapBuf(new sal_uInt8[bitmapsize * 4 / 3 ]);
BitmapReadAccess* pRAcc = aBitmap.AcquireReadAccess();
sal_uInt8 red = (color & 0x00FF0000) >> 16;
sal_uInt8 g = (color & 0x0000FF00) >> 8;
@@ -1488,7 +1486,7 @@ int OpenGLRender::CreateTextTexture(::rtl::OUString textValue, sal_uInt32 color,
for(long nx = 0; nx < bmpWidth; nx++)
{
sal_uInt8 *pm = pRAcc->GetScanline(ny) + nx * 3;
- sal_uInt8 *mk = bitmapBuf.get() + BMP_HEADER_LEN + ny * bmpWidth * 4 + nx * 4;
+ sal_uInt8 *mk = bitmapBuf.get() + ny * bmpWidth * 4 + nx * 4;
if ((*pm == 0xFF) && (*(pm + 1) == 0xFF) && (*(pm + 2) == 0xFF))
{
*mk = *pm;
@@ -1553,7 +1551,7 @@ int OpenGLRender::CreateTextTexture(::rtl::OUString textValue, sal_uInt32 color,
CHECK_GL_ERROR();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
CHECK_GL_ERROR();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bmpWidth, bmpHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, bitmapBuf.get() + BMP_HEADER_LEN);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bmpWidth, bmpHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, bitmapBuf.get());
CHECK_GL_ERROR();
glBindTexture(GL_TEXTURE_2D, 0);
CHECK_GL_ERROR();