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use the depth buffer when rendering in gl, but it's pretty slow right now. add ...
[dana/dcompmgr.git]
/
fade.h
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#ifndef dc__fade_h
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#define dc__fade_h
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#include <sys/time.h>
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struct d_screen;
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void fade_init(struct d_screen *sc, int id);
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void fade_free(struct d_screen *sc);
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int fade_next_timeout(struct d_screen *sc, struct timeval *tv);
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void fade_timeout(struct d_screen *sc, const struct timeval *now);
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#endif