From 55c1f3ae96553b9c04a8934d6d4845cc326dca8e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Martin=20Gr=C3=A4=C3=9Flin?= Date: Sun, 26 Jun 2011 14:45:06 +0200 Subject: [PATCH] Include transformed windows in quad transition Only transformed quads may not be changed, so we skip those. --- scene_opengl.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/scene_opengl.cpp b/scene_opengl.cpp index 571cb74462..61590f3320 100644 --- a/scene_opengl.cpp +++ b/scene_opengl.cpp @@ -476,11 +476,15 @@ void SceneOpenGL::Window::performPaint(int mask, QRegion region, WindowPaintData if (region.isEmpty()) return; - if (region != infiniteRegion() && !(mask & PAINT_WINDOW_TRANSFORMED)) { + if (region != infiniteRegion()) { WindowQuadList quads; const QRegion filterRegion = region.translated(-x(), -y()); // split all quads in bounding rect with the actual rects in the region foreach (const WindowQuad &quad, data.quads) { + if (quad.isTransformed()) { + quads << quad; + continue; + } foreach (const QRect &r, filterRegion.rects()) { const QRectF rf(r); const QRectF quadRect(QPointF(quad.left(), quad.top()), QPointF(quad.right(), quad.bottom()));