Per-frame Sprites patch one
authorAlan Alpert <alan.alpert@nokia.com>
Fri, 13 Jan 2012 03:54:29 +0000 (13:54 +1000)
committerQt by Nokia <qt-info@nokia.com>
Mon, 23 Jan 2012 06:38:34 +0000 (07:38 +0100)
commit379e388568f5d5408b4be13ce6a1faba0b74be6b
tree55d6684817c566dad5939ff5e8ad652215fef7a2
parent69920f4ddeaa5dbdee555e0a607fd21eb42e2bbc
Per-frame Sprites patch one

To allow for sprites to be advanced by the rendering framerate, two
minor redesigns were needed.

A) Sprite texture location is now calculated on the CPU and passed to
the GPU per frame.

B) Stochastic State engine now supports states that do not advance on a
timer, and states can be advanced manually.

This patch implements B and A for ImageParticle. A for SpriteImage will
be done in a separate patch.

Task-number: QTBUG-22236
Change-Id: If1c54a6a03fa48b95bb1e672283292859656457b
Reviewed-by: Alan Alpert <alan.alpert@nokia.com>
src/quick/items/qquicksprite.cpp
src/quick/items/qquickspriteengine.cpp
src/quick/items/qquickspriteengine_p.h
src/quick/particles/qquickimageparticle.cpp
src/quick/particles/qquickimageparticle_p.h
src/quick/particles/qquickparticlesystem.cpp
src/quick/particles/qquickparticlesystem_p.h
src/quick/particles/qquickv8particledata.cpp