On Monday, June 4, 2012 11:57:09 Marco Martin wrote: > there are things that revealed to be pretty painful, like having to have > the borders actually splitted in different elements rather than split the > rendered pixmap afterwards, having to design the thing from scratch i would > make it behave in a radically different way.
concrete example pls? (btw, that the reason for the N different orientations and N splittings was to appease our graphic designer at the time who insisted on a way of having different light sources depending on orientation and the ability to manage things like radii of curved corners accurately ... i think it is pretty complex too, though writing a small cli tool with Qt that takes a pixmap and splits it up and shoves it into an SVG would probably have been a shit load easier than all the manual work people have done in the last 3 years) > main concern is mostly performance on scene-graph since it would have to be > a QQuickPaintedItem, meaning resize the svg, paint it in software on a > texture, and upload the new texture every time, but there could be no way > around it, any way is chosen in the end. we could use shaders instead. ;) -- Aaron J. Seigo
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