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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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