Code review comment for lp:~vanvugt/unity/fix-865006

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Daniel van Vugt (vanvugt) wrote :

Sam, I've reviewed the damage logic through composite and opengl and I can't find any reason why glPaintOutput's region would ever exclude part of the output that has been damaged. Except for overlays, but we don't intend to draw blurs on top of overlays.

Please point me to the code that could cause glPaintOutput's region to be incomplete. I still don't see any reason for wrapping damage functions, which would be both uglier and less efficient.

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