if(window->map_state!=IsViewable)
continue;
+ XDamageSubtract(compositor->display, window->damage, None, None);
+
glBindTexture(GL_TEXTURE_2D, window->texture);
compositor->glXBindTexImageEXT(compositor->display, window->glx_pixmap, GLX_FRONT_LEFT_EXT, NULL);
glUniform4f(screen->geometry_loc,
(float)(window->width+2*window->border)/screen->width, (float)(window->height+2*window->border)/screen->height);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
compositor->glXReleaseTexImageEXT(compositor->display, window->glx_pixmap, GLX_FRONT_LEFT_EXT);
- XDamageSubtract(compositor->display, window->damage, None, None);
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);