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The Fedi Forum

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lol.

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  • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

    @49016@mastodon.catgirl.cloud interesting. if I am holding a left click on one surface, the next surface does NOT ever receive a mouse enter or position events until I let go of the click.

    it's not like, a bug, this isn't an issue. but I didn't know this.

    I also realize that this implies, subtly, that clicking while moving a cursor over a window is sufficient to prevent any pointer constraint of that window from activating. so if a window has a pointer constraint that one needs to bypass, just click while moving over that window! problem solved!

    I also realize that this implies, subtly, that software KVM switches like lan-mouse that depend on layer surfaces at the edge of the screen,
    cannot let you move across machines if you hold left click. this is actually a usability issue. what they are doing is basically a hack though; it's not expected to work perfectly. it probably doesn't need fixing

    sodigay :pride_heart: foreverS This user is from outside of this forum
    sodigay :pride_heart: foreverS This user is from outside of this forum
    sodigay :pride_heart: forever
    wrote last edited by
    #9

    @49016@mastodon.catgirl.cloud niri's hot corner is consistent with everything else here: you cannot activate it whilst holding a left click. this one was surprising to me because I expected it to override this focus behaviour since it's compositor managed but I guess not; the hot corner obeys regular pointer focus rules

    sodigay :pride_heart: foreverS 1 Reply Last reply
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    • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

      @49016@mastodon.catgirl.cloud niri's hot corner is consistent with everything else here: you cannot activate it whilst holding a left click. this one was surprising to me because I expected it to override this focus behaviour since it's compositor managed but I guess not; the hot corner obeys regular pointer focus rules

      sodigay :pride_heart: foreverS This user is from outside of this forum
      sodigay :pride_heart: foreverS This user is from outside of this forum
      sodigay :pride_heart: forever
      wrote last edited by
      #10

      @49016@mastodon.catgirl.cloud actually I see why hot corner doesn't activate here: a full screened app also stops it from activating; as it should. this is probably the reason that the hot corner follows regular pointer focus rules and hit tracking.

      ⬡-49016 :neobot_box_cat_ears:4 1 Reply Last reply
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      • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

        @49016@mastodon.catgirl.cloud actually I see why hot corner doesn't activate here: a full screened app also stops it from activating; as it should. this is probably the reason that the hot corner follows regular pointer focus rules and hit tracking.

        ⬡-49016 :neobot_box_cat_ears:4 This user is from outside of this forum
        ⬡-49016 :neobot_box_cat_ears:4 This user is from outside of this forum
        ⬡-49016 :neobot_box_cat_ears:
        wrote last edited by
        #11

        @sodiboo oh actually hi hello since you are involved in niri already: does niri support per-window GLSL shaders?

        sodigay :pride_heart: foreverS 1 Reply Last reply
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        • ⬡-49016 :neobot_box_cat_ears:4 ⬡-49016 :neobot_box_cat_ears:

          @sodiboo oh actually hi hello since you are involved in niri already: does niri support per-window GLSL shaders?

          sodigay :pride_heart: foreverS This user is from outside of this forum
          sodigay :pride_heart: foreverS This user is from outside of this forum
          sodigay :pride_heart: forever
          wrote last edited by
          #12

          @49016@mastodon.catgirl.cloud uhm uhh . no. I don't think so.

          it supports defining like, three different custom shaders for specific animations you can customize, but they don't get any window metadata and can't be controlled by window rules.

          I assume by "per-window shaders" this specifically means always-active shaders decorating a pariticular window in its regular non-animating state? if so, I believe that
          has been asked about before, and from what I remember, it wasn't implemented due to concerns about the performance of long-running custom shaders.

          sodigay :pride_heart: foreverS 1 Reply Last reply
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          • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

            @49016@mastodon.catgirl.cloud uhm uhh . no. I don't think so.

            it supports defining like, three different custom shaders for specific animations you can customize, but they don't get any window metadata and can't be controlled by window rules.

            I assume by "per-window shaders" this specifically means always-active shaders decorating a pariticular window in its regular non-animating state? if so, I believe that
            has been asked about before, and from what I remember, it wasn't implemented due to concerns about the performance of long-running custom shaders.

            sodigay :pride_heart: foreverS This user is from outside of this forum
            sodigay :pride_heart: foreverS This user is from outside of this forum
            sodigay :pride_heart: forever
            wrote last edited by
            #13

            @49016@mastodon.catgirl.cloud what, specifically, is it looking to accomplish with per-window shaders? is there a particular effect it wants to achieve? or just to play around with the capability?

            ⬡-49016 :neobot_box_cat_ears:4 1 Reply Last reply
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            • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

              @49016@mastodon.catgirl.cloud what, specifically, is it looking to accomplish with per-window shaders? is there a particular effect it wants to achieve? or just to play around with the capability?

              ⬡-49016 :neobot_box_cat_ears:4 This user is from outside of this forum
              ⬡-49016 :neobot_box_cat_ears:4 This user is from outside of this forum
              ⬡-49016 :neobot_box_cat_ears:
              wrote last edited by
              #14

              @sodiboo transparency everywhere. it is a sucker for some good blur and the easiest way to get it to work consistently is a shader that does a bit of chroma-keying

              it works pretty darn well on h*pr with a custom shader; it eats a bit of gpu but not noticeably

              sodigay :pride_heart: foreverS 1 Reply Last reply
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              • ⬡-49016 :neobot_box_cat_ears:4 ⬡-49016 :neobot_box_cat_ears:

                @sodiboo transparency everywhere. it is a sucker for some good blur and the easiest way to get it to work consistently is a shader that does a bit of chroma-keying

                it works pretty darn well on h*pr with a custom shader; it eats a bit of gpu but not noticeably

                sodigay :pride_heart: foreverS This user is from outside of this forum
                sodigay :pride_heart: foreverS This user is from outside of this forum
                sodigay :pride_heart: forever
                wrote last edited by
                #15

                @49016@mastodon.catgirl.cloud ooh! window transparency and blur is really cool yes.

                currently, no, niri does not support this kind of thing. closest one can get is just regular transparency without any blur.

                but, there is a new background effect protocol, and once that is implemented in niri, it will have the capability to do, well, background effects! such as blur!

                and then, perhaps not right away, it can even be generalized to support custom shader background effects as a window rule? idk I'm not totally familiar with graphics code but like this sounds plausible methinks.

                ⬡-49016 :neobot_box_cat_ears:4 1 Reply Last reply
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                • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

                  @49016@mastodon.catgirl.cloud ooh! window transparency and blur is really cool yes.

                  currently, no, niri does not support this kind of thing. closest one can get is just regular transparency without any blur.

                  but, there is a new background effect protocol, and once that is implemented in niri, it will have the capability to do, well, background effects! such as blur!

                  and then, perhaps not right away, it can even be generalized to support custom shader background effects as a window rule? idk I'm not totally familiar with graphics code but like this sounds plausible methinks.

                  ⬡-49016 :neobot_box_cat_ears:4 This user is from outside of this forum
                  ⬡-49016 :neobot_box_cat_ears:4 This user is from outside of this forum
                  ⬡-49016 :neobot_box_cat_ears:
                  wrote last edited by
                  #16

                  @sodiboo wait does niri not support background blur already? 😧

                  sodigay :pride_heart: foreverS 1 Reply Last reply
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                  • ⬡-49016 :neobot_box_cat_ears:4 ⬡-49016 :neobot_box_cat_ears:

                    @sodiboo wait does niri not support background blur already? 😧

                    sodigay :pride_heart: foreverS This user is from outside of this forum
                    sodigay :pride_heart: foreverS This user is from outside of this forum
                    sodigay :pride_heart: forever
                    wrote last edited by
                    #17

                    @49016@mastodon.catgirl.cloud no. unfortunately not. no blur effects anywhere.

                    (but it
                    is now a standardized Wayland protocol, so if someone wants to add background blur it should be fairly straightforward to implement that protocol probably)

                    ⬡-49016 :neobot_box_cat_ears:4 1 Reply Last reply
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                    • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

                      @49016@mastodon.catgirl.cloud no. unfortunately not. no blur effects anywhere.

                      (but it
                      is now a standardized Wayland protocol, so if someone wants to add background blur it should be fairly straightforward to implement that protocol probably)

                      ⬡-49016 :neobot_box_cat_ears:4 This user is from outside of this forum
                      ⬡-49016 :neobot_box_cat_ears:4 This user is from outside of this forum
                      ⬡-49016 :neobot_box_cat_ears:
                      wrote last edited by
                      #18

                      @sodiboo .. ok how hard would it be to hack shaders into niri

                      olivia, :neofox_flag_sapphic: :neofox_flag_trans:O sodigay :pride_heart: foreverS 2 Replies Last reply
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                      • ⬡-49016 :neobot_box_cat_ears:4 ⬡-49016 :neobot_box_cat_ears:

                        @sodiboo .. ok how hard would it be to hack shaders into niri

                        olivia, :neofox_flag_sapphic: :neofox_flag_trans:O This user is from outside of this forum
                        olivia, :neofox_flag_sapphic: :neofox_flag_trans:O This user is from outside of this forum
                        olivia, :neofox_flag_sapphic: :neofox_flag_trans:
                        wrote last edited by
                        #19
                        @49016 @sodiboo there's shaders for other purposes (animations and stuff)
                        ⬡-49016 :neobot_box_cat_ears:4 1 Reply Last reply
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                        • olivia, :neofox_flag_sapphic: :neofox_flag_trans:O olivia, :neofox_flag_sapphic: :neofox_flag_trans:
                          @49016 @sodiboo there's shaders for other purposes (animations and stuff)
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                          ⬡-49016 :neobot_box_cat_ears:
                          wrote last edited by
                          #20

                          @oli @sodiboo ok so would it be possible to just add a, well, idle animation to windows

                          olivia, :neofox_flag_sapphic: :neofox_flag_trans:O 1 Reply Last reply
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                          • ⬡-49016 :neobot_box_cat_ears:4 ⬡-49016 :neobot_box_cat_ears:

                            @oli @sodiboo ok so would it be possible to just add a, well, idle animation to windows

                            olivia, :neofox_flag_sapphic: :neofox_flag_trans:O This user is from outside of this forum
                            olivia, :neofox_flag_sapphic: :neofox_flag_trans:O This user is from outside of this forum
                            olivia, :neofox_flag_sapphic: :neofox_flag_trans:
                            wrote last edited by
                            #21
                            @49016 @sodiboo i don't see why it wouldn't be possible
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                            • ⬡-49016 :neobot_box_cat_ears:4 ⬡-49016 :neobot_box_cat_ears:

                              @sodiboo .. ok how hard would it be to hack shaders into niri

                              sodigay :pride_heart: foreverS This user is from outside of this forum
                              sodigay :pride_heart: foreverS This user is from outside of this forum
                              sodigay :pride_heart: forever
                              wrote last edited by
                              #22

                              @49016@mastodon.catgirl.cloud honestly no idea. I've only barely touched the rendering code and I'm not very familiar with EGL.

                              but COSMIC has an implementation of background blur that's... in the works I think? a PR? maybe it was merged? should be a decent thing to work from since both use the same rendering primitives from Smithay.

                              sodigay :pride_heart: foreverS 1 Reply Last reply
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                              • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

                                @49016@mastodon.catgirl.cloud honestly no idea. I've only barely touched the rendering code and I'm not very familiar with EGL.

                                but COSMIC has an implementation of background blur that's... in the works I think? a PR? maybe it was merged? should be a decent thing to work from since both use the same rendering primitives from Smithay.

                                sodigay :pride_heart: foreverS This user is from outside of this forum
                                sodigay :pride_heart: foreverS This user is from outside of this forum
                                sodigay :pride_heart: forever
                                wrote last edited by
                                #23

                                @49016@mastodon.catgirl.cloud did I hallucinate a cosmic-comp PR why can't I find it

                                sodigay :pride_heart: foreverS olivia, :neofox_flag_sapphic: :neofox_flag_trans:O 2 Replies Last reply
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                                • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

                                  @49016@mastodon.catgirl.cloud did I hallucinate a cosmic-comp PR why can't I find it

                                  sodigay :pride_heart: foreverS This user is from outside of this forum
                                  sodigay :pride_heart: foreverS This user is from outside of this forum
                                  sodigay :pride_heart: forever
                                  wrote last edited by
                                  #24

                                  @49016@mastodon.catgirl.cloud oh maybe this is the one I saw. https://github.com/Smithay/smithay/pull/1758

                                  even better then, Smithay itself implementing it generally would be even easier to implement in nori than ripping it out of another compositor.

                                  but it's not finished and still marked draft so I have no idea what it's like to use at this state; I haven't looked at it closely

                                  olivia, :neofox_flag_sapphic: :neofox_flag_trans:O 1 Reply Last reply
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                                  • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

                                    @49016@mastodon.catgirl.cloud did I hallucinate a cosmic-comp PR why can't I find it

                                    olivia, :neofox_flag_sapphic: :neofox_flag_trans:O This user is from outside of this forum
                                    olivia, :neofox_flag_sapphic: :neofox_flag_trans:O This user is from outside of this forum
                                    olivia, :neofox_flag_sapphic: :neofox_flag_trans:
                                    wrote last edited by
                                    #25
                                    @sodiboo @49016 i'm not sure there was

                                    i do know that nferhat implemented blur in fht-compositor and then visualglitch91 ported it to a pr for niri

                                    github.com/YaLTeR/niri/pull/1634
                                    1 Reply Last reply
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                                    • sodigay :pride_heart: foreverS sodigay :pride_heart: forever

                                      @49016@mastodon.catgirl.cloud oh maybe this is the one I saw. https://github.com/Smithay/smithay/pull/1758

                                      even better then, Smithay itself implementing it generally would be even easier to implement in nori than ripping it out of another compositor.

                                      but it's not finished and still marked draft so I have no idea what it's like to use at this state; I haven't looked at it closely

                                      olivia, :neofox_flag_sapphic: :neofox_flag_trans:O This user is from outside of this forum
                                      olivia, :neofox_flag_sapphic: :neofox_flag_trans:O This user is from outside of this forum
                                      olivia, :neofox_flag_sapphic: :neofox_flag_trans:
                                      wrote last edited by
                                      #26
                                      @sodiboo @49016 i wouldn't have guessed the protocol name ​​
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