Edit C:\Program Files\Java\jdk1.8.0_121\com\sun\prism\es2\MonocleGLDrawable.java
/* * Copyright (c) 2014, Oracle and/or its affiliates. All rights reserved. * ORACLE PROPRIETARY/CONFIDENTIAL. Use is subject to license terms. * * * * * * * * * * * * * * * * * * * * */ package com.sun.prism.es2; import com.sun.glass.ui.monocle.AcceleratedScreen; import com.sun.prism.paint.Color; import java.security.AccessController; import java.security.PrivilegedAction; class MonocleGLDrawable extends GLDrawable { private static final boolean transparentFramebuffer = AccessController.doPrivileged((PrivilegedAction<Boolean>) () -> Boolean.getBoolean("com.sun.javafx.transparentFramebuffer")); AcceleratedScreen accScreen; MonocleGLDrawable(GLPixelFormat pixelFormat, AcceleratedScreen accScreen) { super(0L, pixelFormat); this.accScreen = accScreen; } MonocleGLDrawable(long nativeWindow, GLPixelFormat pixelFormat, AcceleratedScreen accScreen) { super(nativeWindow, pixelFormat); this.accScreen = accScreen; } @Override boolean swapBuffers(GLContext glCtx) { boolean retval = accScreen.swapBuffers(); // boolean retval = nSwapBuffers(getNativeDrawableInfo()); // TODO: This looks hacky. Need to find a better approach. // For Monocle, we are painting in Z-order from the back, // possibly (likely) with an app that does not cover the // full screen. We need to start each paint with an empty canvas. // The assumption here was that we would do that by clearing the buffer. glCtx.clearBuffers( transparentFramebuffer ? Color.TRANSPARENT : Color.BLACK, true, true, true); return retval; } }
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