Age | Commit message (Collapse) | Author | Files | Lines |
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Change-Id: I561a8142f986aca89e796ce2c4a0902fae41f9e6
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Conflicts:
vcl/inc/openglgdiimpl.hxx
Change-Id: I1d764a8dba1850d2475f08e1014a085846f336c3
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Conflicts:
include/vcl/opengl/OpenGLContext.hxx
vcl/inc/openglgdiimpl.hxx
vcl/opengl/gdiimpl.cxx
vcl/opengl/x11/gdiimpl.cxx
vcl/source/opengl/OpenGLContext.cxx
Change-Id: I17f6ce66fb8b5bc027d35b4016ae56c24ee0a738
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Change-Id: I524883b0f0bbce9a8b6f893771f144feeee49934
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Change-Id: Ief0e947149c133aaa8e81973e088c4df6432bfdc
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eg. OutputDevice::DrawOutDev:
mpGraphics->CopyBits( aPosAry, NULL, this, NULL );
Change-Id: I0b041bb5aa6aba573b9f589842084722481cb438
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We don't have a method that would paint a texture with transparency yet. We
also need to limit the size of the DIBSection exactly to what we are going to
paint, no point in creating a huge bitmap that is mostly empty (but the part
where is the text being drawn).
Change-Id: Ice0bf325743d08e19e636be73cef6aff3cde5704
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Change-Id: Ib1b84745cd1211a5194da78d83646ade4b01e72a
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Change-Id: I4f8d4f9393b931f7593486f8e1fadee7ad35902a
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