gfloat target_width;
gfloat target_height;
+
+ gint old_opacity_override;
};
G_DEFINE_ABSTRACT_TYPE (ClutterOffscreenEffect,
* texture with the actor's paint opacity, so we need to do this to avoid
* multiplying the opacity twice.
*/
+ priv->old_opacity_override =
+ _clutter_actor_get_opacity_override (priv->actor);
_clutter_actor_set_opacity_override (priv->actor, 0xff);
return TRUE;
cogl_matrix_translate (&modelview, priv->x_offset, priv->y_offset, 0.0f);
cogl_set_modelview_matrix (&modelview);
- /* Remove the opacity override */
- _clutter_actor_set_opacity_override (priv->actor, -1);
+ /* Restore the previous opacity override */
+ _clutter_actor_set_opacity_override (priv->actor, priv->old_opacity_override);
/* paint the target material; this is virtualized for
* sub-classes that require special hand-holding