WM: Optimization: Don't clear the window color buffer
This is not needed and is rather costly. Can be reverted if that causes problem.
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@ -622,8 +622,14 @@ static void wm_draw_window_onscreen(bContext *C, wmWindow *win, int view)
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/* Draw into the window framebuffer, in full window coordinates. */
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wmWindowViewport(win);
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/* We draw on all pixels of the windows so we don't need to clear them before.
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* Actually this is only a problem when resizing the window.
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* If it becomes a problem we should clear only when window size changes. */
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#if 0
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glClearColor(0, 0, 0, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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#endif
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/* Blit non-overlapping area regions. */
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ED_screen_areas_iter(win, screen, sa) {
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