fix: blobs ignoring updates if moving too slow
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d778734c67
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77ab4b8350
2 changed files with 9 additions and 4 deletions
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@ -69,13 +69,16 @@ void BlobShape::geometryChange(const QRectF& newGeometry, const QRectF& oldGeome
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QQuickItem::geometryChange(newGeometry, oldGeometry);
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updateCenteredDeformMatrix();
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if (m_group) {
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// Only trigger redraw if the change is visually meaningful
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const auto dx = std::abs(newGeometry.x() - oldGeometry.x());
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const auto dy = std::abs(newGeometry.y() - oldGeometry.y());
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// Accumulate sub-pixel drift so slow movements don't desync the shader
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m_pendingDx += static_cast<float>(newGeometry.x() - oldGeometry.x());
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m_pendingDy += static_cast<float>(newGeometry.y() - oldGeometry.y());
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const auto dw = std::abs(newGeometry.width() - oldGeometry.width());
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const auto dh = std::abs(newGeometry.height() - oldGeometry.height());
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if (dx > 0.5 || dy > 0.5 || dw > 0.5 || dh > 0.5)
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if (std::abs(m_pendingDx) > 0.5f || std::abs(m_pendingDy) > 0.5f || dw > 0.5 || dh > 0.5) {
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m_pendingDx = 0;
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m_pendingDy = 0;
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m_group->markShapeDirty(this);
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}
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}
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}
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@ -70,6 +70,8 @@ protected:
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QRectF m_localPaddedRect;
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QVector<BlobRectData> m_cachedRects;
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int m_cachedMyIndex = -2;
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float m_pendingDx = 0;
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float m_pendingDy = 0;
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bool m_cachedHasInverted = false;
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float m_cachedInvertedRadius = 0;
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float m_cachedInvertedOuter[4] = {};
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