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src/java.desktop/share/classes/sun/java2d/opengl/OGLContext.java

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@@ -162,13 +162,10 @@
          * enabled and we are able to create an FBO with depth buffer.
          */
         @Native
         static final int CAPS_EXT_FBOBJECT     =
                 (CAPS_RT_TEXTURE_ALPHA | CAPS_RT_TEXTURE_OPAQUE);
-        /** Indicates that the context supports a stored alpha channel. */
-        @Native
-        static final int CAPS_STORED_ALPHA     = CAPS_RT_PLAIN_ALPHA;
         /** Indicates that the context is doublebuffered. */
         @Native
         static final int CAPS_DOUBLEBUFFERED   = (FIRST_PRIVATE_CAP << 0);
         /**
          * Indicates the presence of the GL_ARB_fragment_shader extension.

@@ -203,13 +200,10 @@
         public String toString() {
             StringBuilder sb = new StringBuilder(super.toString());
             if ((caps & CAPS_EXT_FBOBJECT) != 0) {
                 sb.append("CAPS_EXT_FBOBJECT|");
             }
-            if ((caps & CAPS_STORED_ALPHA) != 0) {
-                sb.append("CAPS_STORED_ALPHA|");
-            }
             if ((caps & CAPS_DOUBLEBUFFERED) != 0) {
                 sb.append("CAPS_DOUBLEBUFFERED|");
             }
             if ((caps & CAPS_EXT_LCD_SHADER) != 0) {
                 sb.append("CAPS_EXT_LCD_SHADER|");
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