Commit: 0f585ba10edc5c776db779d55174f223c68e599a
Parent: 066308b568ecd2b2bd55e084ee48f6192c4d5eb8
Author: Randy Palamar
Date: Sat, 5 Jul 2025 15:57:53 -0600
ui: set copied frames border colour to black
This way it won't look weird when the scale bar extends beyond the end.
Diffstat:
1 file changed, 3 insertions(+), 2 deletions(-)
diff --git a/ui.c b/ui.c
@@ -2,7 +2,6 @@
/* TODO(rnp):
* [ ]: add V_HIDES_CURSOR for disabling/restoring cursor after drag
* [ ]: live parameters control panel
- * [ ]: bug: clear color should not be transparent for a frame copy
* [ ]: refactor: render_2d.frag should be merged into render_3d.frag
* [ ]: refactor: ui should be in its own thread and that thread should only be concerned with the ui
* [ ]: refactor: remove all the excessive measure_texts (cell drawing, hover_interaction in params table)
@@ -861,9 +860,11 @@ resize_frame_view(BeamformerFrameView *view, uv2 dim, b32 depth)
glGenerateTextureMipmap(view->textures[0]);
/* NOTE(rnp): work around raylib's janky texture sampling */
+ v4 border_colour = {0};
+ if (view->kind == BeamformerFrameViewKind_Copy) border_colour = (v4){{0, 0, 0, 1}};
glTextureParameteri(view->textures[0], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTextureParameteri(view->textures[0], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
- glTextureParameterfv(view->textures[0], GL_TEXTURE_BORDER_COLOR, (f32 []){0, 0, 0, 0});
+ glTextureParameterfv(view->textures[0], GL_TEXTURE_BORDER_COLOR, border_colour.E);
/* TODO(rnp): better choice when depth component is included */
glTextureParameteri(view->textures[0], GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTextureParameteri(view->textures[0], GL_TEXTURE_MIN_FILTER, GL_NEAREST);