[Interest] How can i dissolve/appear a picture using particles in QML?

Alan Alpert 416365416c at gmail.com
Fri Apr 26 21:27:30 CEST 2013


On Fri, Apr 26, 2013 at 11:24 AM, Mark <markg85 at gmail.com> wrote:
> On Fri, Apr 26, 2013 at 6:05 PM, Alan Alpert <416365416c at gmail.com> wrote:
>> For the image case you can use
>> http://qt-project.org/doc/qt-5.0/qtquick/qml-qtquick-particles2-maskshape.html
>> . That should be fairly simple.
>>
>> Unfortunately the arbitrary item case is not so simple. I believe you
>> have to use a http://qt-project.org/doc/qt-5.0/qtquick/qml-qtquick-particles2-customparticle.html
>> , use ShaderEffectSource to get the other Item into the custom
>> particles shaders as a texture, and use that texture as a filter to
>> play only particles that end up inside that texture (or if exploding
>> from it, which end up inside the texture but play the particles
>> backwards).
>>
>> --
>> Alan Alpert
>>
>> On Fri, Apr 26, 2013 at 2:20 AM, Mark <markg85 at gmail.com> wrote:
>>> Note: I said image but i meant any Item {...} based object. With a
>>> result like for example this:
>>> http://www.youtube.com/watch?v=FB4SZCTIcuo (first few seconds) Now
>>> that is for text, but if the "effect" works on items then the content
>>> of that item shouldn't matter i suppose.
>>>
>>> On Fri, Apr 26, 2013 at 10:19 AM, Mark <markg85 at gmail.com> wrote:
>>>> Hi,
>>>>
>>>> I guess this is possible, but i don't know how. I'm searching for docs
>>>> somewhere that explain how i can dissolve an image using QML Particles
>>>> or the other way around let it appear using particles.
>>>>
>>>> How can this be done in QML?
>>>>
>>>> Regards,
>>>> Mark
>>> _______________________________________________
>>> Interest mailing list
>>> Interest at qt-project.org
>>> http://lists.qt-project.org/mailman/listinfo/interest
>
> oh wow, that's awesome! Going to play with that one. Though i really
> have no clue how to play with the reverse one (building a picture from
> particles instead of breaking it down)

Note that that second one requires writing custom shaders, so it's
going to be hard to learn if you don't know GLSL already.

An alternative is to write your own custom particle system, possibly
on the Canvas element (fairly easy for an imperative programmer to do
if targeting just a specific effect).

--
Alan Alpert



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