> 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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