# HG changeset patch # User nemo # Date 1407760317 14400 # Node ID e8c933a00f97367491c9d506771bb2d680928780 # Parent 6d6adccd0d7d31707650bf98ccf9960e1825eb7c text visibility "fix" diff -r 6d6adccd0d7d -r e8c933a00f97 hedgewars/uChat.pas --- a/hedgewars/uChat.pas Sun Aug 10 17:03:02 2014 +0200 +++ b/hedgewars/uChat.pas Mon Aug 11 08:31:57 2014 -0400 @@ -90,7 +90,8 @@ dstrect : TSDL_Rect; // destination rectangle for blitting font : THWFont; const - shadowcolor: TSDL_Color = (r:$00; g:$00; b:$00; a:$80); + //shadowcolor: TSDL_Color = (r:$00; g:$00; b:$00; a:$FF); + //shadowcolor: TSDL_Color = (r:$00; g:$00; b:$00; a:$80); shadowint = $80 shl AShift; begin @@ -115,7 +116,9 @@ // draw background SDL_FillRect(resSurface, @dstrect, shadowint); - +(* +So, using Text/Blended + Shadow/Solid or shadow with shadowcolor alpha of FF seemed to make shadow disappear here. +At least, I didn't see any difference, and no changing of the padding offset let me view it. Just disabling it. // prepare destination rectangle for text shadow // start position in texture should have padding; add 1 px as shadow offset dstrect.x:= Padding + 1; @@ -127,6 +130,7 @@ strSurface:= TTF_RenderUTF8_Blended(Fontz[font].Handle, Str2PChar(str), shadowcolor); SDL_UpperBlit(strSurface, nil, resSurface, @dstrect); SDL_FreeSurface(strSurface); +*) // non-shadow text starts at padding dstrect.x:= Padding;