# GLX backend is typically much faster but depends on a sane driver.
# GLX backend is typically much faster but depends on a sane driver.
backend = "glx";
backend = "glx";
#################################
# Needed on some systems to avoid delay in changes of screen contents. (e.g. Pluma)
#
xrender-sync = true;
# GLX backend
xrender-sync-fence = true;
#
#################################
# GLX backend: Avoid using stencil buffer, useful if you don’t have a stencil buffer.
glx-no-stencil = true;
glx-no-stencil = true;
# GLX backend: Copy unmodified regions from front buffer instead of redrawing them all.
# GLX backend: Copy unmodified regions from front buffer instead of redrawing them all.
...
@@ -34,7 +33,6 @@ glx-copy-from-front = false;
...
@@ -34,7 +33,6 @@ glx-copy-from-front = false;
# Recommended if it works.
# Recommended if it works.
# glx-no-rebind-pixmap = true;
# glx-no-rebind-pixmap = true;
# GLX backend: GLX buffer swap method we assume.
# GLX backend: GLX buffer swap method we assume.
# Could be undefined (0), copy (1), exchange (2), 3-6, or buffer-age (-1).
# Could be undefined (0), copy (1), exchange (2), 3-6, or buffer-age (-1).
# undefined is the slowest and the safest, and the default value.
# undefined is the slowest and the safest, and the default value.
...
@@ -62,13 +60,13 @@ no-dock-shadow = true;
...
@@ -62,13 +60,13 @@ no-dock-shadow = true;
# Zero the part of the shadow's mask behind the window. Fix some weirdness with ARGB windows.
# Zero the part of the shadow's mask behind the window. Fix some weirdness with ARGB windows.
clear-shadow = false;
clear-shadow = false;
# The blur radius for shadows. (default 12)
# The blur radius for shadows. (default 12)
shadow-radius = 6;
shadow-radius = 10;
# The left offset for shadows. (default -15)
# The left offset for shadows. (default -15)
shadow-offset-x = -9;
shadow-offset-x = -12;
# The top offset for shadows. (default -15)
# The top offset for shadows. (default -15)
shadow-offset-y = -9;
shadow-offset-y = -12;
# The translucency for shadows. (default .75)
# The translucency for shadows. (default .75)
shadow-opacity = 0.6;
shadow-opacity = 0.4;
# Set if you want different colour shadows
# Set if you want different colour shadows
# shadow-red = 0.0;
# shadow-red = 0.0;
...
@@ -88,10 +86,7 @@ shadow-exclude = [
...
@@ -88,10 +86,7 @@ shadow-exclude = [
"name = 'xfce4-notifyd'",
"name = 'xfce4-notifyd'",
"name *= 'VLC'",
"name *= 'VLC'",
"name *= 'compton'",
"name *= 'compton'",
"name *= 'Chromium'",
"name *= 'Chrome'",
"name *= 'Firefox'",
"name *= 'Firefox'",
"name *= 'Abrowser'",
"name *= 'IceCat'",
"name *= 'IceCat'",
"name *= 'Totem'",
"name *= 'Totem'",
"name *= 'XBMC'",
"name *= 'XBMC'",
...
@@ -187,7 +182,7 @@ refresh-rate = 0;
...
@@ -187,7 +182,7 @@ refresh-rate = 0;
# opengl-swc: Try to VSync with SGI_swap_control OpenGL extension. Only work on some drivers. Works only with GLX backend. Known to be most effective on many drivers. Does not actually control paint timing, only buffer swap is affected, so it doesn’t have the effect of --sw-opti unlike other methods. Experimental.
# opengl-swc: Try to VSync with SGI_swap_control OpenGL extension. Only work on some drivers. Works only with GLX backend. Known to be most effective on many drivers. Does not actually control paint timing, only buffer swap is affected, so it doesn’t have the effect of --sw-opti unlike other methods. Experimental.
# opengl-mswc: Try to VSync with MESA_swap_control OpenGL extension. Basically the same as opengl-swc above, except the extension we use.
# opengl-mswc: Try to VSync with MESA_swap_control OpenGL extension. Basically the same as opengl-swc above, except the extension we use.
# (Note some VSync methods may not be enabled at compile time.)
# (Note some VSync methods may not be enabled at compile time.)
vsync = "opengl-swc";
vsync = "opengl";
# Enable DBE painting mode, intended to use with VSync to (hopefully) eliminate tearing.
# Enable DBE painting mode, intended to use with VSync to (hopefully) eliminate tearing.