> 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 ----------------------------------------------------------- This is an automatically generated e-mail. To reply, visit: https://git.reviewboard.kde.org/r/116024/#review50720 ----------------------------------------------------------- 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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