Below is a patch which fixes the visuals for me, it simply uses
glXWaitForSbcOML, falling back to glFinish if that's not supported.
Partway through coding this up, I was thinking that maybe listening
for damage events would be more natural. One reason: the current
code is probably imperfect for si
uffer swap. The GLX spec seems to
say it should wait, but it's a grey area and the Composite extension
was designed much later. Not a quick fix.
Any ideas or thoughts? If I hear nothing, I can code up a patch
that does (1), but it'd be great to hear from some people who
know this area well.
Thanks,
Brian Bloniarz