glClear(GL_COLOR_BUFFER_BIT);
wlsc_surface_draw(es, output, &total_damage);
} else {
- if (output->background)
- wlsc_surface_draw(output->background,
- output, &total_damage);
- else
- fade_output(output, 1.0, &total_damage);
-
glUseProgram(ec->texture_shader.program);
wl_list_for_each_reverse(es, &ec->surface_list, link) {
if (ec->overlay == es)
output->background =
background_create(output, option_background);
+
+ if (output->background != NULL)
+ wl_list_insert(c->surface_list.prev,
+ &output->background->link);
output->flags = flags;
wlsc_output_move(output, x, y);