unsigned i;
int use_mask;
+ 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);
glActiveTexture(GL_TEXTURE0);
}
- XDamageSubtract(compositor->display, window->damage, None, None);
-
if(window->recreate_pixmap)
create_window_pixmap(compositor, screen, window);
if(window->recreate_mask)