# HG changeset patch # User nemo # Date 1408906271 14400 # Node ID 77ff1db6d6e4704e647cc21e70b9b4fbc1a545b5 # Parent 0d20f6fc038a286aa916c66c88e2d5d911c6eb18 ok. that's weird. I wonder if I was having non-clean build issues last time I tried messing with this. that could explain why my changing offsets didn't do anything. diff -r 0d20f6fc038a -r 77ff1db6d6e4 hedgewars/uChat.pas --- a/hedgewars/uChat.pas Sun Aug 24 10:43:49 2014 +0400 +++ b/hedgewars/uChat.pas Sun Aug 24 14:51:11 2014 -0400 @@ -90,7 +90,7 @@ dstrect : TSDL_Rect; // destination rectangle for blitting font : THWFont; const - //shadowcolor: TSDL_Color = (r:$00; g:$00; b:$00; a:$FF); + 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 @@ -116,21 +116,15 @@ // 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; dstrect.y:= Padding + 1; // doesn't matter if .w and .h still include padding, SDL_UpperBlit will clip // create and blit text shadow -strSurface:= TTF_RenderUTF8_Blended(Fontz[font].Handle, Str2PChar(str), shadowcolor); +strSurface:= TTF_RenderUTF8_Solid(Fontz[font].Handle, Str2PChar(str), shadowcolor); SDL_UpperBlit(strSurface, nil, resSurface, @dstrect); SDL_FreeSurface(strSurface); -*) // non-shadow text starts at padding dstrect.x:= Padding;