screen->shaders[0] = compile_shader(GL_VERTEX_SHADER, vshader_src);
screen->shaders[1] = compile_shader(GL_FRAGMENT_SHADER, fshader_src);
screen->shaders[2] = compile_shader(GL_FRAGMENT_SHADER, masked_fshader_src);
screen->shaders[0] = compile_shader(GL_VERTEX_SHADER, vshader_src);
screen->shaders[1] = compile_shader(GL_FRAGMENT_SHADER, fshader_src);
screen->shaders[2] = compile_shader(GL_FRAGMENT_SHADER, masked_fshader_src);
if((screen = find_screen_by_root(compositor, event->event)))
if((window = find_window(screen, event->window)))
if((screen = find_screen_by_root(compositor, event->event)))
if((window = find_window(screen, event->window)))
remove_window(compositor, screen, window, 1);
remove_window(compositor, screen, window, 1);
+ for(i=0; i<screen->nwindows; ++i)
+ if(screen->windows[i].map_state==IsViewable)
+ XDamageSubtract(compositor->display, screen->windows[i].damage, None, None);
+ glXWaitX();
+
use_gl(compositor, screen);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, screen->framebuffer);
use_gl(compositor, screen);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, screen->framebuffer);
if(window->recreate_pixmap)
create_window_pixmap(compositor, screen, window);
if(window->recreate_mask)
if(window->recreate_pixmap)
create_window_pixmap(compositor, screen, window);
if(window->recreate_mask)