diff --git a/scene_opengl.cpp b/scene_opengl.cpp index 0476764304..a1786f574b 100644 --- a/scene_opengl.cpp +++ b/scene_opengl.cpp @@ -52,7 +52,6 @@ static void checkGLError( const char* txt ) const int root_db_attrs[] = { GLX_DOUBLEBUFFER, True, - GLX_DEPTH_SIZE, 16, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, @@ -65,7 +64,6 @@ const int root_db_attrs[] = static const int root_buffer_attrs[] = { GLX_DOUBLEBUFFER, False, - GLX_DEPTH_SIZE, 16, GLX_RED_SIZE, 1, GLX_GREEN_SIZE, 1, GLX_BLUE_SIZE, 1, @@ -143,7 +141,6 @@ SceneOpenGL::SceneOpenGL( Workspace* ws ) glMatrixMode( GL_PROJECTION ); glLoadIdentity(); glOrtho( 0, displayWidth(), 0, displayHeight(), 0, 65535 ); - glEnable( GL_DEPTH_TEST ); checkGLError( "Init" ); kDebug() << "Root DB:" << root_db << ", TFP:" << tfp_mode << endl; } @@ -267,10 +264,10 @@ void SceneOpenGL::paint( QRegion damage, ToplevelList windows ) glXWaitX(); glPushMatrix(); glClearColor( 0, 0, 0, 1 ); - glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); + glClear( GL_COLOR_BUFFER_BIT ); glScalef( 1, -1, 1 ); glTranslatef( 0, -displayHeight(), 0 ); - if( /*generic case*/false ) + if( /*generic case*/true ) paintGenericScreen( windows ); else paintSimpleScreen( damage, windows ); @@ -292,12 +289,10 @@ void SceneOpenGL::paint( QRegion damage, ToplevelList windows ) // transformations void SceneOpenGL::paintGenericScreen( ToplevelList windows ) { - int depth = 0; foreach( Toplevel* c, windows ) // bottom to top { assert( this->windows.contains( c )); Window& w = this->windows[ c ]; - w.setDepth( --depth ); if( !w.isVisible()) continue; w.bindTexture(); @@ -314,7 +309,6 @@ void SceneOpenGL::paintGenericScreen( ToplevelList windows ) // the optimized case without any transformations at all void SceneOpenGL::paintSimpleScreen( QRegion, ToplevelList windows ) { - int depth = 0; QList< Window* > phase2; for( int i = windows.count() - 1; // top to bottom i >= 0; @@ -323,7 +317,6 @@ void SceneOpenGL::paintSimpleScreen( QRegion, ToplevelList windows ) Toplevel* c = windows[ i ]; assert( this->windows.contains( c )); Window& w = this->windows[ c ]; - w.setDepth( --depth ); if( !w.isVisible()) continue; if( !w.isOpaque()) @@ -386,7 +379,6 @@ SceneOpenGL::Window::Window( Toplevel* c ) , bound_pixmap( None ) , bound_glxpixmap( None ) , shape_valid( false ) - , depth( 0 ) { } @@ -399,12 +391,6 @@ void SceneOpenGL::Window::free() discardTexture(); } -// for relative window positioning -void SceneOpenGL::Window::setDepth( int d ) - { - depth = d; - } - void SceneOpenGL::Window::bindTexture() { if( texture != 0 && toplevel->damage().isEmpty() @@ -593,7 +579,7 @@ void SceneOpenGL::Window::draw() // TODO for double-buffered root glDrawBuffer( GL_BACK ); glXMakeContextCurrent( display(), glxroot, glxroot, context ); glPushMatrix(); - glTranslatef( x(), y(), depth ); + glTranslatef( x(), y(), 0 ); if( toplevel->opacity() != 1.0 ) { if( toplevel->hasAlpha()) diff --git a/scene_opengl.h b/scene_opengl.h index f3af780fc2..257c8dd5b4 100644 --- a/scene_opengl.h +++ b/scene_opengl.h @@ -59,7 +59,6 @@ class SceneOpenGL::Window int y() const; int width() const; int height() const; - void setDepth( int depth ); void draw(); bool isVisible() const; bool isOpaque() const; @@ -76,7 +75,6 @@ class SceneOpenGL::Window GLXPixmap bound_glxpixmap; // only for tfp_mode mutable QRegion shape_region; mutable bool shape_valid; - int depth; }; inline