From b816227b6a827a0168f8c6ab1fb8664a1074442c Mon Sep 17 00:00:00 2001 From: Alan Alpert Date: Thu, 12 Jan 2012 20:32:56 +1000 Subject: [PATCH] Connection was accidentally of the Queued variety This connection needs to be direct, because right after that signal is emitted the next frame is drawn (before we return to the event loop at least). The sprite updating needs to happen in time for the frame or the sprites get confused. Task-number: QTBUG-23407 Change-Id: Ie56465145461486456462154dfafe546fedaaaaa Reviewed-by: Martin Jones --- src/quick/particles/qquickimageparticle.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/quick/particles/qquickimageparticle.cpp b/src/quick/particles/qquickimageparticle.cpp index beeebdc..0e0f4a2 100644 --- a/src/quick/particles/qquickimageparticle.cpp +++ b/src/quick/particles/qquickimageparticle.cpp @@ -1112,7 +1112,7 @@ void QQuickImageParticle::createEngine() if (m_sprites.count()) { m_spriteEngine = new QQuickSpriteEngine(m_sprites, this); connect(m_spriteEngine, SIGNAL(stateChanged(int)), - this, SLOT(spriteAdvance(int))); + this, SLOT(spriteAdvance(int)), Qt::DirectConnection); m_explicitAnimation = true; } else { m_spriteEngine = 0; -- 2.7.4