window->texture = create_2d_texture();
window->mask_texture = create_2d_texture();
+ window->use_mask = 0;
window->recreate_mask = (window->map_state==IsViewable);
XShapeSelectInput(compositor->display, window->window, ShapeNotifyMask);
return 0;
XRRFreeScreenResources(xrr_res);
+ screen->root_pixmap = 0;
+ screen->root_glx_pixmap = 0;
+
update_geometry_correction(compositor, screen);
update_root_pixmap(compositor, screen);
use_gl(compositor, screen);
+ glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, screen->framebuffer);
use_mask = -1;
compositor->glXReleaseTexImageEXT(compositor->display, screen->root_glx_pixmap, GLX_FRONT_LEFT_EXT);
}
else
- {
- glClearColor(0.5f, 0.5f, 0.5f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
- }
for(i=0; i<screen->nwindows; ++i)
{
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
- glClearColor(0.5f, 0.0f, 0.5f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, screen->fb_texture);
glEnable(GL_PRIMITIVE_RESTART);