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author | Luboš Luňák <l.lunak@collabora.com> | 2015-01-19 22:36:40 +0100 |
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committer | Michael Meeks <michael.meeks@collabora.com> | 2015-01-21 14:01:06 +0000 |
commit | a6440c4f785aa5f29b3af409cd0d8fa198198d72 (patch) | |
tree | b6d4ebfce4a7c073552e0a80551914f342698aaa /vcl | |
parent | 3cd11e5c96e1266f2f94ba572454b8c2b7a4d670 (diff) |
do not draw with SALCOLOR_NONE
Change-Id: I882a42f58ac298d333985068b2fe6ef9ac198c8b
Signed-off-by: Michael Meeks <michael.meeks@collabora.com>
Diffstat (limited to 'vcl')
-rw-r--r-- | vcl/opengl/gdiimpl.cxx | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/vcl/opengl/gdiimpl.cxx b/vcl/opengl/gdiimpl.cxx index 95840567c699..b28602375d56 100644 --- a/vcl/opengl/gdiimpl.cxx +++ b/vcl/opengl/gdiimpl.cxx @@ -404,6 +404,8 @@ bool OpenGLSalGraphicsImpl::UseSolid( SalColor nColor ) // Like UseSolid(), but sets up for AA drawing, which uses gradients to create the AA. bool OpenGLSalGraphicsImpl::UseSolidAA( SalColor nColor, double fTransparency ) { + if( nColor == SALCOLOR_NONE ) + return false; if( !mrParent.getAntiAliasB2DDraw()) return UseSolid( nColor ); if( !UseProgram( "textureVertexShader", "linearGradientFragmentShader" ) ) |