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[client] egl: create 24-bit colour context
This should prevent the looking-glass-client window from having an alpha channel. On Wayland, the alpha channel is used to compose the window onto the desktop, so the wallpaper would bleed through unless set to complete opaque. We worked around this by using constant alpha for rendering, but it was not sustainable. Instead, we should just ask for 24-bit context.
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@ -518,7 +518,7 @@ bool egl_render_startup(void * opaque)
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EGLint attr[] =
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{
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EGL_BUFFER_SIZE , 32,
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EGL_BUFFER_SIZE , 24,
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EGL_RENDERABLE_TYPE, EGL_OPENGL_ES2_BIT,
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EGL_SAMPLE_BUFFERS , maxSamples > 0 ? 1 : 0,
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EGL_SAMPLES , maxSamples,
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@ -186,8 +186,7 @@ void egl_help_render(EGL_Help * help, const float scaleX, const float scaleY)
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return;
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glEnable(GL_BLEND);
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glBlendColor(0, 0, 0, 0.5);
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glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// render the background first
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egl_shader_use(help->shaderBG);
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@ -195,8 +194,6 @@ void egl_help_render(EGL_Help * help, const float scaleX, const float scaleY)
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glUniform2f(help->uSizeBG , help->width, help->height);
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egl_model_render(help->model);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// render the texture over the background
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egl_shader_use(help->shader);
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glUniform2f(help->uScreen, scaleX , scaleY );
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@ -4,5 +4,5 @@ out highp vec4 color;
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void main()
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{
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color = vec4(0.0, 0.0, 1.0, 1.0);
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color = vec4(0.0, 0.0, 1.0, 0.5);
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}
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