fixed one more drawing bug, it only showed because now the test environment uses hardware acceleration, FillRegion for the client irgnored the current clipping

git-svn-id: file:///srv/svn/repos/haiku/haiku/trunk@15483 a95241bf-73f2-0310-859d-f6bbb57e9c96
This commit is contained in:
Stephan Aßmus 2005-12-11 13:03:53 +00:00
parent 1b13861833
commit 3c2ffeb0d6

View File

@ -719,9 +719,11 @@ DrawingEngine::FillRegion(BRegion& r, const DrawState *d)
&& (d->GetDrawingMode() == B_OP_COPY
|| d->GetDrawingMode() == B_OP_OVER)) {
if (d->GetPattern() == B_SOLID_HIGH) {
r.IntersectWith(fPainter->ClippingRegion());
fGraphicsCard->FillRegion(r, d->HighColor());
doInSoftware = false;
} else if (d->GetPattern() == B_SOLID_LOW) {
r.IntersectWith(fPainter->ClippingRegion());
fGraphicsCard->FillRegion(r, d->LowColor());
doInSoftware = false;
}
@ -755,6 +757,10 @@ DrawingEngine::FillRegion(BRegion& r, const RGBColor& color)
// NOTE: Write locking because we might use HW acceleration.
// This needs to be investigated, I'm doing this because of
// gut feeling.
// NOTE: this is used for internal app_server use and the
// region is expected to already be intersected with the
// current clipping... it would matter only if we can
// use hardware acceleration
if (WriteLock()) {
BRect clipped = fPainter->ClipRect(r.Frame());
if (clipped.IsValid()) {