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authorPietro Gagliardi <[email protected]>2014-04-12 15:42:13 -0400
committerPietro Gagliardi <[email protected]>2014-04-12 15:42:13 -0400
commitac633a86949fb2b61c323c2fc41fc067ab6b5f6c (patch)
treee43a4e52f68c8716af84dbfb818c82487d0ef950 /area_windows.go
parent41ce9c9ed09570e6bbf99ad39cc328f95546eaf2 (diff)
Removed the GDI+ dependency on Windows since we no longer use it.
Diffstat (limited to 'area_windows.go')
-rw-r--r--area_windows.go2
1 files changed, 1 insertions, 1 deletions
diff --git a/area_windows.go b/area_windows.go
index 3537a75..a2e8631 100644
--- a/area_windows.go
+++ b/area_windows.go
@@ -184,7 +184,7 @@ func paintArea(s *sysData) {
// now we have to do TWO MORE things before we can finally do alpha blending
// first, we need to load the bitmap memory, because Windows makes it for us
- // the pixels are arranged in RGBA order, but GDI+ requires BGRA
+ // the pixels are arranged in RGBA order, but GDI requires BGRA
// this turns out to be just ARGB in little endian; let's convert into this memory
// the bitmap Windows gives us has a stride == width
toARGB(i, ppvBits, i.Rect.Dx() * 4)