Review Request 116024: Port IconItem to native QSGTexture
David Edmundson
david at davidedmundson.co.uk
Mon Feb 24 17:28:44 UTC 2014
> On Feb. 24, 2014, 4:55 p.m., Marco Martin wrote:
> > not sure how much will be visible in the end result.
> > tough if i understood correctly how it works, it does the animation by animating the opacity of the old image from 1 to 0, and the opacity of the new one from 0 to 1.
> >
> > This is not the same thing as a crossfade, that's what it was doing.
> > I fear it will be visible the opacity of the whole result go down and then up again, especially when animating with an highlight effect (that is the same icon)
I think it should be possible to keep that behaviour, with something like this patch.
I would need to create a QSGMaterialShader then copy and paste the relevant fragmentShader from qtgraphicseffects. I can then put the shader directly on my texture, rather than needing the extra node.
- David
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On Feb. 24, 2014, 4:09 p.m., David Edmundson wrote:
>
> -----------------------------------------------------------
> This is an automatically generated e-mail. To reply, visit:
> https://git.reviewboard.kde.org/r/116024/
> -----------------------------------------------------------
>
> (Updated Feb. 24, 2014, 4:09 p.m.)
>
>
> Review request for Plasma.
>
>
> Repository: plasma-framework
>
>
> Description
> -------
>
> Port IconItem to native QSGTexture including the animation.
> This will save constantly uploading a new texture to OpenGL throughout the animation.
>
>
> Diffs
> -----
>
> src/declarativeimports/core/iconitem.h 26ee410
> src/declarativeimports/core/iconitem.cpp fed2f9b
>
> Diff: https://git.reviewboard.kde.org/r/116024/diff/
>
>
> Testing
> -------
>
> Test app: http://paste.kde.org/pl5pwdnel
>
>
> Thanks,
>
> David Edmundson
>
>
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