I'm not quite sure if this is related to the bug - but where is
transparency calculated? On the CPU or GPU?

Too me the transparency update behaviour reminds me of the pre-compiz
days fake transparency seen in Eterm, or aterm.

I even think it's hard to encounter this bug if the transparency is
calculated on the GPU, because you'd need to "keep" an old texture, for
transparency you usually don't for being a trivial operation on the GPU,
so you avoid caching and just recalculate every frame.

I guess you would only cache it if you use the CPU for calculating
transparency. But that's not a good idea, right?

However, I think the update-behaviour should be in sync with the compiz
refresh cycles, because the idea must be "every frame is perfect".

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https://bugs.launchpad.net/bugs/865006

Title:
  [regression] Unity panel transparency (active blur) not updating
  properly

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