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cookbook: Added a recipe for cross-fading between two images
The recipe covers a two texture approach (using the Clutter API) and a single texture approach (using COGL). It also discusses issues with cross-fading between images of different sizes with the COGL API, and gives a longer example of cycling through multiple images in a slideshow application.
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@ -841,4 +841,539 @@ typedef struct _CoglTextureVertex {
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</section>
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<section id="textures-crossfade">
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<title>Cross-fading between two images</title>
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<section>
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<title>Problem</title>
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<para>You want to do a cross-fade animation (a.k.a. a dissolve
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transition) between two images.</para>
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<para>An example use case would be creating a slideshow effect:
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load an image from a file, display it in the UI, then load a second
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image and cross-fade to it.</para>
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</section>
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<section>
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<title>Solutions</title>
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<para>There are two main approaches you could take:</para>
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<orderedlist>
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<listitem>
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<para>Use two <type>ClutterTextures</type>, one on top
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of the other.</para>
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</listitem>
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<listitem>
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<para>Use a single <type>ClutterTexture</type>
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with the two images in separate layers inside it.</para>
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</listitem>
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</orderedlist>
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<section>
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<title>Solution 1: two textures</title>
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<para>This approach uses two <type>ClutterTextures</type>,
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<varname>bottom</varname> and <varname>top</varname>. To begin
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with, the <varname>bottom</varname> texture shows the
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<emphasis>source</emphasis> image and is opaque; the
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<varname>top</varname> texture is loaded with
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the <emphasis>target</emphasis> image, but is not visible as
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it is fully transparent.</para>
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<para>An animation is then used to fade in the
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<varname>top</varname> texture and fade out the
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<varname>bottom</varname> texture, leaving just <varname>top</varname>
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visible.</para>
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<para>To implement this, first create the two textures inside a
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<type>ClutterBinLayout</type>:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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/* ... initialise Clutter, get default stage etc. ... */
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/* Actors added to this layout are centered on both x and y axes */
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ClutterLayoutManager *layout = clutter_bin_layout_new (CLUTTER_BIN_ALIGNMENT_CENTER,
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CLUTTER_BIN_ALIGNMENT_CENTER);
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ClutterActor *box = clutter_box_new (layout);
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/* set the size of the box so it fills the stage (in this case 600x600) */
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clutter_actor_set_size (box, 400, 400);
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ClutterActor *bottom = clutter_texture_new ();
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ClutterActor *top = clutter_texture_new ();
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/*
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* Add the textures to the layout;
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* NB because top is added last, it will be "on top of" bottom
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*/
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clutter_container_add_actor (CLUTTER_CONTAINER (box), bottom);
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clutter_container_add_actor (CLUTTER_CONTAINER (box), top);
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/* stage is a ClutterStage instance */
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clutter_container_add_actor (CLUTTER_CONTAINER (stage), box);
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]]>
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</programlisting>
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</informalexample>
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<para>Load the <varname>source</varname> image into the bottom
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texture and the <varname>target</varname> image into the top one.
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As this is the same operation each time, it makes sense to write
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a function for loading an image into a texture and checking
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for errors, e.g.:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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static gboolean
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load_image (ClutterTexture *texture,
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gchar *image_path)
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{
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GError *error = NULL;
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gboolean success = clutter_texture_set_from_file (CLUTTER_TEXTURE (texture),
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image_path,
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&error);
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if (error != NULL)
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{
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g_warning ("Error loading %s\n%s", image_path, error->message);
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g_error_free (error);
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exit (EXIT_FAILURE);
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}
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return success;
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}
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]]>
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</programlisting>
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</informalexample>
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<para>The <function>load_image()</function> function can then
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be called for each texture:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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/* file path to the image visible when the UI is first displayed */
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gchar *source = NULL;
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/* file path to the image we're going to cross-fade to */
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gchar *target = NULL;
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/* ...set image file paths, e.g. from command line or directory read... */
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/* the bottom texture contains the source image */
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load_image (CLUTTER_TEXTURE (bottom), source);
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/* the top texture contains the target image */
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load_image (CLUTTER_TEXTURE (top), target);
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]]>
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</programlisting>
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</informalexample>
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<para>For the animations, we use <type>ClutterState</type> as we
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want to animate two actors at once (<varname>top</varname>
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and <varname>bottom</varname>):</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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ClutterState *transitions = clutter_state_new ();
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/* start state, where bottom is opaque and top is transparent */
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clutter_state_set (transitions, NULL, "show-bottom",
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top, "opacity", CLUTTER_LINEAR, 0,
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bottom, "opacity", CLUTTER_LINEAR, 255,
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NULL);
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/* end state, where top is opaque and bottom is transparent */
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clutter_state_set (transitions, NULL, "show-top",
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top, "opacity", CLUTTER_EASE_IN_CUBIC, 255,
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bottom, "opacity", CLUTTER_EASE_IN_CUBIC, 0,
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NULL);
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/* set 1000ms duration for all transitions between states */
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clutter_state_set_duration (transitions, NULL, NULL, 1000);
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]]>
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</programlisting>
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</informalexample>
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<para>Note that rather than set the start opacities manually
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on the actors (e.g. using
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<function>clutter_actor_set_opacity()</function>),
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I've used a <type>ClutterState</type> to define the start
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state (as well as the end state). This makes it easier to
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track transitions, as they are all kept in one data structure.</para>
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<note>
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<para>The easing modes used for the cross-fade animation
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(<constant>CLUTTER_EASE_IN_CUBIC</constant>)
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can be set to whatever you like. I personally think that
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ease-in modes look best for cross-fading.</para>
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</note>
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<para>"Warp" the two textures into the start state
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(<varname>bottom</varname> opaque, <varname>top</varname>
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transparent):</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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clutter_state_warp_to_state (transitions, "show-bottom");
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]]>
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</programlisting>
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</informalexample>
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<para>Using <function>clutter_state_warp_to_state()</function>
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immediately transitions to a state without animating, which
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in this case sets up the initial state of the UI.</para>
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<para>Finally, use the <type>ClutterState</type> to animate
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the two textures, so <varname>top</varname> fades in and
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<varname>bottom</varname> fades out:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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clutter_state_set_state (transitions, "show-top");
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]]>
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</programlisting>
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</informalexample>
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<para>Here's what it looks like:</para>
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<inlinemediaobject>
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<videoobject>
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<videodata fileref="videos/textures-crossfade-two-textures.ogv"/>
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</videoobject>
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<alt>
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<para>Video showing a cross-fade between two textures</para>
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</alt>
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</inlinemediaobject>
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<para>The full code for this example
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<link linkend="textures-crossfade-example-1">is in the
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appendix</link>.</para>
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</section>
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<section>
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<title>Solution 2: one texture with two layers</title>
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<para>The alternative solution is to use a single texture
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and the low-level COGL API to set up two different layers
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inside it, one for each image.</para>
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<para>Then, rather than fade between two textures,
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progressively combine the two layers together using an
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alpha value which changes over the course of an animation
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(from 0.0 at the start of the animation to 1.0 at its end).</para>
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<para>At any point in the cross-fade animation, you are
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actually seeing a combination of the color
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values in the two images (modified by an alpha component), rather
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than seeing one image through the other. This can give a smoother
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cross-fade effect than the two texture approach.</para>
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<para>As this solution is more complex
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and relies on the lower-level (and more difficult to follow)
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COGL API, the next section is just a short summary of how it
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works; see <link linkend="textures-crossfade-example-2">the
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sample code, which has liberal comments</link> for more details.</para>
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<note>
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<para>For more about texture combining, refer to the COGL
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API documentation (particularly the section about material
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blend strings). You may also find it useful to get hold of
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a decent OpenGL reference. (So you can look it up, what we're
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doing in this solution is using a texture combiner with
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interpolation as the texture combiner function.)</para>
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</note>
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<section>
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<title>Cross-fading using a texture combiner with interpolation</title>
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<para>The cross-fade is implemented by combining the two layers,
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computing a color value for each pixel in the resulting texture.
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The value for each pixel at a given point in the animation
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is based on three things:</para>
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<orderedlist>
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<listitem>
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<para>The color value of the <emphasis>source</emphasis>
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pixel</para>
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</listitem>
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<listitem>
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<para>The color value of the <emphasis>target</emphasis>
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pixel</para>
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</listitem>
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<listitem>
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<para>The alpha value of a third colour at the given point
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in the animation's timeline</para>
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</listitem>
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</orderedlist>
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<para>The resulting value for each RGBA color component in each pixel
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is computed using an interpolation function. In pseudo-code, it
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looks like this:</para>
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<informalexample>
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<programlisting>
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color component value = (target pixel value * alpha) + (source pixel value * (1 - alpha))
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</programlisting>
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</informalexample>
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<para>The effect is that as the alpha increases towards 1.0,
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progressively more of the <emphasis>target</emphasis> pixel's
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color is used, and progressively less of the <emphasis>source</emphasis>
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pixel's: so the <emphasis>target</emphasis> fades in, while
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the <emphasis>source</emphasis> fades out.</para>
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<para>The advantage of this approach is that color and
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brightness transitions only occur where pixels differ between
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the two images. This means that you transitions are smoother
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where you are cross-fading between images with similar color ranges
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and brightness levels.</para>
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<para>A special case is where you're cross-fading
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from an image to itself: the two texture approach can cause some
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dimming during this kind of transition; but the single texture
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approach results in no color or brightness changes (it's not even
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a transition as such, as all the pixels are identical in
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the two layers).</para>
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</section>
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</section>
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</section>
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<section id="textures-crossfade-discussion">
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<title>Discussion</title>
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<section>
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<title>Cross-fades between images of different sizes</title>
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<para>The code examples
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(<link linkend="textures-crossfade-example-1">two textures</link>,
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<link linkend="textures-crossfade-example-2">one texture with
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COGL</link>) don't take account of the size of the images being
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loaded.</para>
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<para>In the two texture example, this isn't so much of a problem,
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as you can resize the textures individually to the images:
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providing you use
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<function>clutter_texture_set_keep_aspect_ratio()</function>,
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different image sizes shouldn't be a problem. See
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<link linkend="textures-crossfade-example-3">the slideshow
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example</link>, for a demonstration of how to cycle through
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different sized images.</para>
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<para>In the case of the single texture approach, you will get
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problems when cross-fading between two images with
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different sizes. There is no easy way to maintain the aspect
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ratio (as you have two layers, potentially with different sizes,
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in the same texture). The last layer added to the
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<type>CoglMaterial</type> determines the size of the texture;
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so if the previous layer has different dimensions, it will
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appear distorted in the UI. In the
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<link linkend="textures-crossfade-example-2">single texture
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code example</link>, the <emphasis>source</emphasis> layer
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is added first; so, if the <emphasis>target</emphasis> layer has
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different dimensions, the <emphasis>source</emphasis> will
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appear distorted.</para>
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<para>There are a few ways you can remedy this:</para>
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<orderedlist>
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<listitem>
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<para>As you load each image into its own
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<type>CoglTexture</type>, get its size with
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<function>cogl_texture_get_width()</function> and
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<function>cogl_texture_get_height()</function>. Then set the
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<type>ClutterTexture's</type> size to the
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size of the source layer. Next, as
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you cross-fade, simultaneously animate a
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size change in the <type>ClutterTexture</type> to
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the target image's size.</para>
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<para>This could work with non-realistic images where
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some distortion of the image is acceptable (the target image
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may be the wrong size to start with, but transition to the
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correct size by the time it's fully faded in). But it can
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look a bit odd for transitions between photos.</para>
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</listitem>
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<listitem>
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<para>If the bounds of the images you're going to be loading
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are known (i.e. you know the greatest width and height
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of all the images you're going to load), you can size
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the <type>ClutterTexture</type> to those bounds.</para>
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<para>Then, as you load each image (e.g. you could do this in the
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<function>load_cogl_texture()</function> function of
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the <link linkend="textures-crossfade-example-2">code
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example</link>):</para>
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<itemizedlist>
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<listitem>
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<para>Load the image into a temporary
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<type>CoglTexture</type> (e.g. called
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<varname>filetex</varname>). Then use the
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<type>CoglTexture</type> API to get the data from it.
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For example:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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/* load texture from a file */
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CoglHandle *filetex = cogl_texture_new_from_file (FOX_FILE,
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COGL_TEXTURE_NO_SLICING,
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COGL_PIXEL_FORMAT_ANY,
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NULL);
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CoglPixelFormat format = cogl_texture_get_format (filetex);
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guint rowstride = cogl_texture_get_rowstride (filetex);
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guint width = cogl_texture_get_width (filetex);
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guint height = cogl_texture_get_height (filetex);
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/* allocate memory large enough for the data */
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gint size = cogl_texture_get_data (filetex, format, 0, NULL);
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guchar *data = g_new0 (guchar, size);
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/* get the data from the texture */
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cogl_texture_get_data (filetex,
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format,
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rowstride,
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data);
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]]>
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</programlisting>
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</informalexample>
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</listitem>
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<listitem>
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<para>Create another <type>CoglTexture</type> as
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large as the <type>ClutterTexture</type> (i.e. big enough
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to fit any image you're going to load). Then copy the
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data from <varname>filetex</varname> into a region of
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it. For example:</para>
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<informalexample>
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<programlisting>
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<![CDATA[
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/* COGL texture which is the same size as the ClutterTexture */
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CoglHandle *tex = cogl_texture_new_with_size (clutter_texture_width,
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clutter_texture_height,
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COGL_TEXTURE_NO_SLICING,
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format);
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/* copy the texture data (from filetex) into a region of the full-sized texture */
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cogl_texture_set_region (tex,
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0, 0, 0, 0,
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clutter_texture_width,
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clutter_texture_height,
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width,
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height,
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format,
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rowstride,
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data);
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]]>
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</programlisting>
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</informalexample>
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<para>Because you're copying the image data from the
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file into a region of the <type>CoglTexture</type>
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that's the same size as the image data, it won't be
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distorted. However, it's worth stressing that the
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<type>ClutterTexture</type> needs to be as wide as
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the widest image and as tall as the tallest, so
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all the images can be accommodated. Otherwise this
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works, but images might be clipped.</para>
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</listitem>
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</itemizedlist>
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</listitem>
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</orderedlist>
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</section>
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<section id="textures-crossfade-discussion-slideshows">
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<title>Slideshows</title>
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<para>The two texture solution can be easily extended
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to cycle through multiple images. To begin with, the first
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image is loaded into the <varname>top</varname> texture. Then,
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the basic pattern for transitioning to the next image is as follows:</para>
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<itemizedlist>
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||||
<listitem>
|
||||
<para>Copy the data from the <varname>top</varname> texture
|
||||
to the <varname>bottom</varname> texture.</para>
|
||||
</listitem>
|
||||
<listitem>
|
||||
<para>Make the <varname>top</varname> texture transparent
|
||||
and the <varname>bottom</varname> texture opaque (using
|
||||
<function>clutter_state_warp_to_state()</function>). At this
|
||||
point, it appears as though the textures haven't changed.</para>
|
||||
</listitem>
|
||||
<listitem>
|
||||
<para>Load the next image into <varname>top</varname>.</para>
|
||||
</listitem>
|
||||
<listitem>
|
||||
<para>When <varname>top</varname> has finished loading,
|
||||
fade it in while simultaneously fading out
|
||||
<varname>bottom</varname> (using
|
||||
<function>clutter_state_set_state()</function>).</para>
|
||||
</listitem>
|
||||
</itemizedlist>
|
||||
|
||||
<para>The <link linkend="textures-crossfade-example-3">sample
|
||||
code in the appendix</link> implements this as part of
|
||||
a simple slideshow application.</para>
|
||||
|
||||
</section>
|
||||
|
||||
</section>
|
||||
|
||||
<section>
|
||||
<title>Full examples</title>
|
||||
|
||||
<example id="textures-crossfade-example-1">
|
||||
<title>Cross-fading between two images using two
|
||||
<type>ClutterTextures</type></title>
|
||||
<programlisting>
|
||||
<xi:include href="examples/textures-crossfade.c" parse="text">
|
||||
<xi:fallback>there should be a code sample here, but there isn't...</xi:fallback>
|
||||
</xi:include>
|
||||
</programlisting>
|
||||
</example>
|
||||
|
||||
<example id="textures-crossfade-example-2">
|
||||
<title>Cross-fading between two images using one
|
||||
<type>ClutterTexture</type> and the COGL API</title>
|
||||
<programlisting>
|
||||
<xi:include href="examples/textures-crossfade-cogl.c" parse="text">
|
||||
<xi:fallback>there should be a code sample here, but there isn't...</xi:fallback>
|
||||
</xi:include>
|
||||
</programlisting>
|
||||
</example>
|
||||
|
||||
<example id="textures-crossfade-example-3">
|
||||
<title>A simple slideshow application using two
|
||||
<type>ClutterTextures</type></title>
|
||||
<programlisting>
|
||||
<xi:include href="examples/textures-crossfade-slideshow.c" parse="text">
|
||||
<xi:fallback>there should be a code sample here, but there isn't...</xi:fallback>
|
||||
</xi:include>
|
||||
</programlisting>
|
||||
</example>
|
||||
|
||||
</section>
|
||||
|
||||
</section>
|
||||
|
||||
</chapter>
|
||||
|
Loading…
Reference in New Issue
Block a user