diff --git a/effects/blur.cpp b/effects/blur.cpp index 95244cbfde..e880c629c0 100644 --- a/effects/blur.cpp +++ b/effects/blur.cpp @@ -184,7 +184,8 @@ void BlurEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data ) // way of knowing here whether there will be any translucent windows or // not. If we'd know that there's no translucent windows then we could // render straight onto screen, saving some time. - if( mValid /*&& mTransparentWindows*/ ) + // HACK disable blur when there is a fullscreen effects. Needed for e.g. cube to work + if( mValid && !effects->activeFullScreenEffect() /*&& mTransparentWindows*/ ) { // rendering everything onto render target effects->pushRenderTarget(mSceneTarget); @@ -241,7 +242,8 @@ void BlurEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data ) void BlurEffect::drawWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) { - if( mValid /*&& mTransparentWindows*/ ) + // HACK disable blur when there is a fullscreen effects. Needed for e.g. cube to work + if( mValid && !effects->activeFullScreenEffect() /*&& mTransparentWindows*/ ) { if( mask & PAINT_WINDOW_TRANSLUCENT && (data.opacity != 1.0 || data.contents_opacity != 1.0 || data.decoration_opacity != 1.0 ))