I'd like to also include the following in this patch.
You will notice that the ps output has a strange gray background.
The following code snippet is responsible for setting color.
#define psShadeMax 17.0 /* same as XShadeMax */
#define psShadeMul (1.0/(psShadeMax-1.0)) /* white and 16 gray
shades */
It makes no sense to compute a constant grey color and use it.
(I guess it was mono color so put a grey background there?)
Let's simply have a white background instead.
- Qian
diff --git a/src/graph/view3D/smoothShade3d.c
b/src/graph/view3D/smoothShade3d.c
index 7e80157a..432a0f98 100644
--- a/src/graph/view3D/smoothShade3d.c
+++ b/src/graph/view3D/smoothShade3d.c
@@ -567,8 +567,7 @@ scanLines(int dFlag)
XFillRectangle(dsply,viewport->viewWindow,trashGC,0,0,
vwInfo.width,vwInfo.height);
} else {
- GSetForeground(GC9991,
- 1.0-(float)((int)(psShadeMax-0.3*psShadeMax)-1)*psShadeMul,dFlag);
+ GSetForeground(GC9991, psWhite, dFlag);
quadMesh[0].x = 0; quadMesh[0].y = 0;
quadMesh[1].x = graphWindowAttrib.width+2;
quadMesh[1].y = 0;