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List:       kde-panel-devel
Subject:    Re: Review Request 116024: Port IconItem to native QSGTexture
From:       "David Edmundson" <david () davidedmundson ! co ! uk>
Date:       2014-02-24 17:28:44
Message-ID: 20140224172844.13755.86648 () probe ! kde ! org
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> 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
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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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      This is an automatically generated e-mail. To reply, visit:
      <a href="https://git.reviewboard.kde.org/r/116024/">https://git.reviewboard.kde.org/r/116024/</a>
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<blockquote style="margin-left: 1em; border-left: 2px solid #d0d0d0; padding-left: \
10px;">  <p style="margin-top: 0;">On February 24th, 2014, 4:55 p.m. UTC, <b>Marco \
Martin</b> wrote:</p>  <blockquote style="margin-left: 1em; border-left: 2px solid \
#d0d0d0; padding-left: 10px;">  <pre style="white-space: pre-wrap; white-space: \
-moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: \
break-word;">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&#39;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)</pre>  \
</blockquote>







</blockquote>

<pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: \
-pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;">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. </pre> <br />










<p>- David</p>


<br />
<p>On February 24th, 2014, 4:09 p.m. UTC, David Edmundson wrote:</p>








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<div>Review request for Plasma.</div>
<div>By David Edmundson.</div>


<p style="color: grey;"><i>Updated Feb. 24, 2014, 4:09 p.m.</i></p>









<div style="margin-top: 1.5em;">
 <b style="color: #575012; font-size: 10pt;">Repository: </b>
plasma-framework
</div>


<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Description </h1>
 <table width="100%" bgcolor="#ffffff" cellspacing="0" cellpadding="10" \
style="border: 1px solid #b8b5a0">  <tr>
  <td>
   <pre style="margin: 0; padding: 0; white-space: pre-wrap; white-space: \
-moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: \
break-word;">Port IconItem to native QSGTexture including the animation. This will \
save constantly uploading a new texture to OpenGL throughout the animation.</pre>  \
</td>  </tr>
</table>


<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Testing </h1>
<table width="100%" bgcolor="#ffffff" cellspacing="0" cellpadding="10" style="border: \
1px solid #b8b5a0">  <tr>
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   <pre style="margin: 0; padding: 0; white-space: pre-wrap; white-space: \
-moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: \
break-word;">Test app: http://paste.kde.org/pl5pwdnel

</pre>
  </td>
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<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Diffs</b> </h1>
<ul style="margin-left: 3em; padding-left: 0;">

 <li>src/declarativeimports/core/iconitem.h <span style="color: \
grey">(26ee410)</span></li>

 <li>src/declarativeimports/core/iconitem.cpp <span style="color: \
grey">(fed2f9b)</span></li>

</ul>

<p><a href="https://git.reviewboard.kde.org/r/116024/diff/" style="margin-left: \
3em;">View Diff</a></p>







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