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Vlad Zahorodnii authored
Currently, a vertex coordinate is transformed first, then mapped to the global screen coordinates. This causes a problem if a transform is applied to the top-most item and child items are not at (0, 0). For example, scaled windows may have popping out sub-surfaces, etc. With this change, the item transforms will be computed differently. For example, if the parent item is transformed, a child's transform will look as follows [Parent's translation][Parent's transform][Child's translation] instead of [Parent's translation][Child's translation][Parent's transform] In the future, I'd like to get rid of the Item::setTransform() call in OpenGLWindow::performPaint() and have either AnimationEffect or libkwineffects call Item::setTransform(). BUG: 440201
4912c7cf
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