We render those on a texture, so we need to reset the opacity because
that will be applied when rendering the resulting texture.
&node->bounds,
bottom_child,
&bottom_region, &is_offscreen1,
- FORCE_OFFSCREEN | RESET_CLIP))
+ FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY))
{
gsk_gl_renderer_add_render_ops (self, top_child, builder);
return;
&node->bounds,
top_child,
&top_region, &is_offscreen2,
- FORCE_OFFSCREEN | RESET_CLIP))
+ FORCE_OFFSCREEN | RESET_CLIP | RESET_OPACITY))
{
load_vertex_data_with_region (ops_draw (builder, NULL),
&node->bounds,