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-rw-r--r--svx/source/sdr/overlay/overlayselection.cxx9
1 files changed, 9 insertions, 0 deletions
diff --git a/svx/source/sdr/overlay/overlayselection.cxx b/svx/source/sdr/overlay/overlayselection.cxx
index bab9366054c2..941df12d8093 100644
--- a/svx/source/sdr/overlay/overlayselection.cxx
+++ b/svx/source/sdr/overlay/overlayselection.cxx
@@ -107,7 +107,16 @@ namespace sdr
if(bInvert)
{
// force color to white for invert to get a full invert
+#ifdef WNT
+ // tdf#96257: For likely separate reasons, neither the non-OpenGL nor the OpenGL
+ // code path produces what we actually want here (a line drawn in 'invert' mode
+ // if white is used, as happens on X11). In the non-OpenGL case we get a black
+ // line, in the OpenGL case a white one. So let's use grey and at least get the
+ // same on both.
+ aRGBColor = basegfx::BColor(0.5, 0.5, 0.5);
+#else
aRGBColor = basegfx::BColor(1.0, 1.0, 1.0);
+#endif
}
for(sal_uInt32 a(0);a < nCount; a++)