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	[client] egl: correctly handle mixing imgui and non-imgui overlays
This allows the full frame to be damaged when both types are visible.
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		| @@ -1016,7 +1016,6 @@ bool egl_render(void * opaque, LG_RendererRotate rotate, const bool newFrame) | ||||
|       break; | ||||
|     case -1: // full damage | ||||
|       hasOverlay = true; | ||||
|       damageIdx = 0; | ||||
|       // fallthrough | ||||
|     default: | ||||
|       ImGui_ImplOpenGL3_NewFrame(); | ||||
| @@ -1062,6 +1061,8 @@ bool egl_render(void * opaque, LG_RendererRotate rotate, const bool newFrame) | ||||
|       } | ||||
|     } | ||||
|   } | ||||
|   else | ||||
|     damageIdx = 0; | ||||
|   this->hadOverlay = hasOverlay; | ||||
|   free(desktopDamage); | ||||
|  | ||||
|   | ||||
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