XQuartz: GL: Work around problems with really deep visuals.
GL/capabilities.c: #if 0 (for now) any capabilities above 8 bits per channel, because they introduce drawing problems. GL/indirect.c: Comment out some visual setup code that shouldn't be running, and actually seemed to cause some problems. The current visualConfigs.c code seems to do a reasonable job of setting up visuals for XQuartz. GL/visualConfigs.c: Make use of the proper visual .class. Eliminate depth 0. It seems we really just want 24 for now, and 0 I think was a flaw in the original code.
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@ -204,6 +204,15 @@ static int handleColorAndAccumulation(struct glColorBufCapabilities *c,
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++offset;
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}
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#if 0
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/*
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* Disable this path, because some part of libGL, X, or Xplugin
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* doesn't work with sizes greater than 8.
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* When this is enabled and visuals are chosen using depths
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* such as 16, the result is that the windows don't redraw
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* and are often white, until a resize.
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*/
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/*12*/
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if(kCGLRGB101010Bit & cmodes) {
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c[offset].r = 10;
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@ -265,6 +274,7 @@ static int handleColorAndAccumulation(struct glColorBufCapabilities *c,
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c[offset].a = 16;
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++offset;
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}
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#endif
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/* FIXME should we handle the floating point color modes, and if so, how? */
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@ -1156,8 +1156,15 @@ static __GLXscreen * __glXAquaScreenProbe(ScreenPtr pScreen) {
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screen->base.createDrawable = __glXAquaScreenCreateDrawable;
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screen->base.pScreen = pScreen;
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init_screen_visuals(screen);
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/*
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* These are both commented out, because they cause problems with
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* the other visual config code, and visuals.
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* This probe function is called normally on startup in direct
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* mode too.
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* They don't seem to be needed now that we have better visual
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* setup.
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*/
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//init_screen_visuals(screen);
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//glAquaInitVisualConfigs();
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return &screen->base;
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@ -86,6 +86,7 @@ void setVisualConfigs(void) {
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conf->total_color_buffers indicates the RGB/RGBA color depths.
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conf->total_accum_buffers iterations for accum (with at least 1 if equal to 0)
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*/
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assert(NULL != caps.configurations);
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@ -98,7 +99,6 @@ void setVisualConfigs(void) {
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continue;
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numConfigs += (conf->stereo ? 2 : 1)
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* 2 /*depth*/
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* (conf->aux_buffers ? 2 : 1)
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* conf->buffers
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* ((conf->total_stencil_bit_depths > 0) ? conf->total_stencil_bit_depths : 1)
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@ -126,80 +126,86 @@ void setVisualConfigs(void) {
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i = 0; /* current buffer */
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for(conf = caps.configurations; conf; conf = conf->next) {
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for(stereo = 0; stereo < (conf->stereo ? 2 : 1); ++stereo) {
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for(depth = 0; depth < 2; ++depth) {
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for(aux = 0; aux < (conf->aux_buffers ? 2 : 1); ++aux) {
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for(buffers = 0; buffers < conf->buffers; ++buffers) {
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for(stencil = 0; stencil < ((conf->total_stencil_bit_depths > 0) ?
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conf->total_stencil_bit_depths : 1); ++stencil) {
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for(color = 0; color < conf->total_color_buffers; ++color) {
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for(accum = 0; accum < ((conf->total_accum_buffers > 0) ?
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conf->total_accum_buffers : 1); ++accum) {
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visualConfigs[i].vid = -1;
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visualConfigs[i].class = -1;
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visualConfigs[i].rgba = true;
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visualConfigs[i].redSize = conf->color_buffers[color].r;
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visualConfigs[i].greenSize = conf->color_buffers[color].g;
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visualConfigs[i].blueSize = conf->color_buffers[color].b;
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visualConfigs[i].alphaSize = conf->color_buffers[color].a;
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for(aux = 0; aux < (conf->aux_buffers ? 2 : 1); ++aux) {
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for(buffers = 0; buffers < conf->buffers; ++buffers) {
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for(stencil = 0; stencil < ((conf->total_stencil_bit_depths > 0) ?
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conf->total_stencil_bit_depths : 1); ++stencil) {
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for(color = 0; color < conf->total_color_buffers; ++color) {
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for(accum = 0; accum < ((conf->total_accum_buffers > 0) ?
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conf->total_accum_buffers : 1); ++accum) {
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visualConfigs[i].vid = (VisualID)(-1);
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visualConfigs[i].class = TrueColor;
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visualConfigs[i].redMask = -1;
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visualConfigs[i].greenMask = -1;
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visualConfigs[i].blueMask = -1;
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visualConfigs[i].alphaMask = -1;
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if(conf->total_accum_buffers > 0) {
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visualConfigs[i].accumRedSize = conf->accum_buffers[accum].r;
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visualConfigs[i].accumGreenSize = conf->accum_buffers[accum].g;
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visualConfigs[i].accumBlueSize = conf->accum_buffers[accum].b;
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if(GLCAPS_COLOR_BUF_INVALID_VALUE != conf->accum_buffers[accum].a) {
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visualConfigs[i].accumAlphaSize = conf->accum_buffers[accum].a;
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} else {
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visualConfigs[i].accumAlphaSize = 0;
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}
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visualConfigs[i].rgba = true;
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visualConfigs[i].redSize = conf->color_buffers[color].r;
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visualConfigs[i].greenSize = conf->color_buffers[color].g;
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visualConfigs[i].blueSize = conf->color_buffers[color].b;
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visualConfigs[i].alphaSize = conf->color_buffers[color].a;
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visualConfigs[i].bufferSize = conf->color_buffers[color].r +
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conf->color_buffers[color].g + conf->color_buffers[color].b +
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conf->color_buffers[color].a;
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/*
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* I'm uncertain about these masks.
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* I don't think we actually care what the values are in our
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* libGL, so it doesn't seem to make a difference.
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*/
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visualConfigs[i].redMask = -1;
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visualConfigs[i].greenMask = -1;
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visualConfigs[i].blueMask = -1;
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visualConfigs[i].alphaMask = -1;
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if(conf->total_accum_buffers > 0) {
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visualConfigs[i].accumRedSize = conf->accum_buffers[accum].r;
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visualConfigs[i].accumGreenSize = conf->accum_buffers[accum].g;
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visualConfigs[i].accumBlueSize = conf->accum_buffers[accum].b;
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if(GLCAPS_COLOR_BUF_INVALID_VALUE != conf->accum_buffers[accum].a) {
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visualConfigs[i].accumAlphaSize = conf->accum_buffers[accum].a;
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} else {
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visualConfigs[i].accumRedSize = 0;
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visualConfigs[i].accumGreenSize = 0;
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visualConfigs[i].accumBlueSize = 0;
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visualConfigs[i].accumAlphaSize = 0;
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}
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visualConfigs[i].doubleBuffer = buffers ? TRUE : FALSE;
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visualConfigs[i].stereo = stereo ? TRUE : FALSE;
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visualConfigs[i].bufferSize = -1;
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visualConfigs[i].depthSize = depth ? 24 : 0;
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if(conf->total_stencil_bit_depths > 0) {
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visualConfigs[i].stencilSize = conf->stencil_bit_depths[stencil];
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} else {
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visualConfigs[i].stencilSize = 0;
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}
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visualConfigs[i].auxBuffers = aux ? conf->aux_buffers : 0;
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visualConfigs[i].level = 0;
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if(conf->accelerated) {
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visualConfigs[i].visualRating = GLX_NONE;
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} else {
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visualConfigs[i].visualRating = GLX_SLOW_VISUAL_EXT;
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}
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visualConfigs[i].transparentPixel = GLX_NONE;
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visualConfigs[i].transparentRed = GLX_NONE;
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visualConfigs[i].transparentGreen = GLX_NONE;
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visualConfigs[i].transparentBlue = GLX_NONE;
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visualConfigs[i].transparentAlpha = GLX_NONE;
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visualConfigs[i].transparentIndex = GLX_NONE;
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/*
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TODO possibly handle:
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multiSampleSize;
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nMultiSampleBuffers;
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visualSelectGroup;
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*/
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++i;
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} else {
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visualConfigs[i].accumRedSize = 0;
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visualConfigs[i].accumGreenSize = 0;
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visualConfigs[i].accumBlueSize = 0;
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visualConfigs[i].accumAlphaSize = 0;
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}
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visualConfigs[i].doubleBuffer = buffers ? TRUE : FALSE;
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visualConfigs[i].stereo = stereo ? TRUE : FALSE;
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visualConfigs[i].depthSize = 24;
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if(conf->total_stencil_bit_depths > 0) {
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visualConfigs[i].stencilSize = conf->stencil_bit_depths[stencil];
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} else {
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visualConfigs[i].stencilSize = 0;
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}
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visualConfigs[i].auxBuffers = aux ? conf->aux_buffers : 0;
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visualConfigs[i].level = 0;
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if(conf->accelerated) {
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visualConfigs[i].visualRating = GLX_NONE;
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} else {
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visualConfigs[i].visualRating = GLX_SLOW_VISUAL_EXT;
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}
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visualConfigs[i].transparentPixel = GLX_NONE;
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visualConfigs[i].transparentRed = GLX_NONE;
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visualConfigs[i].transparentGreen = GLX_NONE;
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visualConfigs[i].transparentBlue = GLX_NONE;
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visualConfigs[i].transparentAlpha = GLX_NONE;
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visualConfigs[i].transparentIndex = GLX_NONE;
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/*
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TODO possibly handle:
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multiSampleSize;
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nMultiSampleBuffers;
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visualSelectGroup;
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*/
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++i;
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}
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}
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}
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