e->framespace.changed = 0;
e->invalidate = 0;
+ // always clean... lots of mem waste!
/* If their are some object to restack or some object to delete,
* it's useless to keep the render object list around. */
if (clean_them)
eina_array_clean(&e->restack_objects);
eina_array_clean(&e->delete_objects);
eina_array_clean(&e->obscuring_objects);
+ eina_array_clean(&e->temporary_objects);
+ eina_array_clean(&e->clip_changes);
+/* we should flush here and have a mempool system for this
+ eina_array_flush(&e->active_objects);
+ eina_array_flush(&e->render_objects);
+ eina_array_flush(&e->restack_objects);
+ eina_array_flush(&e->delete_objects);
+ eina_array_flush(&e->obscuring_objects);
+ eina_array_flush(&e->temporary_objects);
+ eina_array_flush(&e->clip_changes);
+ */
e->invalidate = 1;
}
(e->engine.data.output))
e->engine.func->output_idle_flush(e->engine.data.output);
- eina_array_flush(&e->delete_objects);
eina_array_flush(&e->active_objects);
- eina_array_flush(&e->restack_objects);
eina_array_flush(&e->render_objects);
+ eina_array_flush(&e->restack_objects);
+ eina_array_flush(&e->delete_objects);
+ eina_array_flush(&e->obscuring_objects);
+ eina_array_flush(&e->temporary_objects);
eina_array_flush(&e->clip_changes);
+ eina_array_flush(&e->temporary_objects);
e->invalidate = 1;
}