replacing the trivial code snippet:
static void myCalculateShadingValues (void *info,
const float *in,
float *out)
{
float v;
size_t k, components;
components = (size_t)info;
v = *in;
for (k = 0; k < components -1; k++)
*out++ = 1; // white
*out++ = v; // gradient on opacity
}
in the one from the example in the quartz 2d programming
guide shows an issue with transparent whites.
the semicircle on my ibook is fully opaque white rather than
translucent.
(note, the example in question draws a white background, i have replaced
this with a black background to demonstrate the issue)
changing the "// white" line to 0.9 fixes this rather strange issue.
it happens if any single one of the r, g or b values are 1.
any ideas for workarounds or what on earth i'm doing wrong? or is
this really a bug?
thanks in advance,
Alex
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