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By using the `CAMetalLayer`'s `backgroundColor` property instead of drawing the background color in our shader, it is always stretched to cover the full surface, even when live-resizing, and it doesn't require us to draw a frame for it to be initialized so there's no transparent flash when a new surface is created (as in a new split/tab). This commit also allows for hot reload of `background-opacity`, `window-vsync`, and `window-colorspace`.