/**************************************************************************** ** ** Copyright (C) 2014 Digia Plc and/or its subsidiary(-ies). ** Contact: http://www.qt-project.org/legal ** ** This file is part of the test suite of the Qt Toolkit. ** ** $QT_BEGIN_LICENSE:LGPL21$ ** Commercial License Usage ** Licensees holding valid commercial Qt licenses may use this file in ** accordance with the commercial license agreement provided with the ** Software or, alternatively, in accordance with the terms contained in ** a written agreement between you and Digia. For licensing terms and ** conditions see http://qt.digia.com/licensing. For further information ** use the contact form at http://qt.digia.com/contact-us. ** ** GNU Lesser General Public License Usage ** Alternatively, this file may be used under the terms of the GNU Lesser ** General Public License version 2.1 or version 3 as published by the Free ** Software Foundation and appearing in the file LICENSE.LGPLv21 and ** LICENSE.LGPLv3 included in the packaging of this file. Please review the ** following information to ensure the GNU Lesser General Public License ** requirements will be met: https://www.gnu.org/licenses/lgpl.html and ** http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html. ** ** In addition, as a special exception, Digia gives you certain additional ** rights. These rights are described in the Digia Qt LGPL Exception ** version 1.1, included in the file LGPL_EXCEPTION.txt in this package. ** ** $QT_END_LICENSE$ ** ****************************************************************************/ import QtQuick 1.0 import Qt.labs.shaders 1.0 Rectangle { anchors.fill: parent; color: "white" Timer { running: true interval: 2000 repeat: true onTriggered: { if (theSource.mipmap && theSource.smooth){ theSource.smooth = false } else if (theSource.mipmap && !theSource.smooth){ theSource.smooth = true theSource.mipmap = false } else if (!theSource.mipmap && theSource.smooth){ theSource.smooth = false } else if (!theSource.mipmap && !theSource.smooth){ theSource.smooth = true theSource.mipmap = true } } } ShaderEffectSource { id: theSource sourceImage: "wallpaper.jpg" mipmap: false smooth: false } ShaderEffectItem { id: effect anchors.centerIn: parent; width: parent.width * 0.8 height: parent.height * 0.8 property variant source: theSource } Rectangle { width: parent.width height: 40 color: "#cc000000" Text { id: label anchors.centerIn: parent text: "Mipmap: " + theSource.mipmap + ", Smooth: " + theSource.smooth color: "white" font.bold: true } } }