Re: About some old and hard to maintain effects

2021-06-01 Thread Nate Graham
Of those, I think the cube effect will be the only one missed by a significant number of people. Maybe we could prioritize rewriting that one after the scene redesign, and let the other three die a dignified death? Nate

Re: About some old and hard to maintain effects

2021-06-01 Thread Neal Gompa
On Mon, May 31, 2021 at 10:22 AM Vlad Zahorodnii wrote: > > On 5/31/21 4:43 PM, Aleix Pol wrote: > > Do you think these effects could be implemented using other > > non-deprecated abstractions? > > Yes. Those effects need to render every animated window into an > offscreen texture and then do thei

Re: About some old and hard to maintain effects

2021-06-01 Thread Tom
On Monday, 31 May 2021 10:53:58 CEST Vlad Zahorodnii wrote: > The effects that we would like to drop are > > * coverswitch > * cube > * cubeslide > * flipswitch So, I wanted to go and check them. The result is that they all have big UX issues. Like assuming 4 virtual desktops and only one monit

Re: About some old and hard to maintain effects

2021-05-31 Thread Vlad Zahorodnii
On 5/31/21 4:43 PM, Aleix Pol wrote: Do you think these effects could be implemented using other non-deprecated abstractions? Yes. Those effects need to render every animated window into an offscreen texture and then do their thing, e.g. map the offscreen texture on a cube or a cylinder, etc.

Re: About some old and hard to maintain effects

2021-05-31 Thread Aleix Pol
On Mon, May 31, 2021 at 10:54 AM Vlad Zahorodnii wrote: > > Hi, > > Currently, we redesign scene abstractions in kwin [1]. > https://blog.vladzahorodnii.com/2021/04/12/scene-items-in-kwin/ outlines > the end goal and provides an explanation why the scene abstractions need > to be reworked. But jus

About some old and hard to maintain effects

2021-05-31 Thread Vlad Zahorodnii
Hi, Currently, we redesign scene abstractions in kwin [1]. https://blog.vladzahorodnii.com/2021/04/12/scene-items-in-kwin/ outlines the end goal and provides an explanation why the scene abstractions need to be reworked. But just to summarize: * kwin renders wayland surfaces differently depe