+
+ d->root_glpixmap = glXCreatePixmap(sc->dpy->xlib_dpy,
+ d->fbconfig[sc->super->root_depth],
+ px, attrs);
+
+
+ glBindTexture(GL_TEXTURE_2D, d->root_texname);
+ d->bind_func(sc->dpy->xlib_dpy,
+ d->root_glpixmap, GLX_FRONT_LEFT_EXT, NULL);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glBindTexture(GL_TEXTURE_2D, 0);