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@ -1467,7 +1467,7 @@ void SceneOpenGL2Window::performPaint(int mask, QRegion region, WindowPaintData
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OpenGLWindowPixmap *previous = previousWindowPixmap<OpenGLWindowPixmap>();
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if (previous) {
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const QRect &oldGeometry = previous->contentsRect();
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Q_FOREACH (const WindowQuad &quad, quads[ContentLeaf]) {
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for (const WindowQuad &quad : quads[ContentLeaf]) {
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// we need to create new window quads with normalize texture coordinates
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// normal quads divide the x/y position by width/height. This would not work as the texture
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// is larger than the visible content in case of a decorated Client resulting in garbage being shown.
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@ -1648,7 +1648,7 @@ void SceneOpenGL1Window::performPaint(int mask, QRegion region, WindowPaintData
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previous->texture()->setFilter(filter == Scene::ImageFilterGood ? GL_LINEAR : GL_NEAREST);
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WindowQuadList oldContents;
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const QRect &oldGeometry = previous->contentsRect();
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Q_FOREACH (const WindowQuad &quad, contentQuads) {
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for (const WindowQuad &quad : contentQuads) {
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// we need to create new window quads with normalize texture coordinates
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// normal quads divide the x/y position by width/height. This would not work as the texture
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// is larger than the visible content in case of a decorated Client resulting in garbage being shown.
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