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Chris Banes Profile
Chris Banes

@chrisbanes

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Joined January 2009
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@chrisbanes
Chris Banes
28 days
In fact, someone has already contributed a shader: My plan is to add support for custom shaders into Haze as public API, and then add a materials class which uses it for LG.
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@chrisbanes
Chris Banes
28 days
Seems to be a lot of talk about Haze and Liquid Glass…. At its core, Haze is a background content transform library, and the β€˜visual effect’ (blurring, etc) is just an implementation detail. Liquid Glass will be a runtime shader like others which Haze already uses.
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@chrisbanes
Chris Banes
2 months
πŸ’  Haze 1.6.0 has been released!. This is a big release:.πŸ€– Blurring for all versions of Android.🎨 Foreground (content) blurring.πŸ“ Blurred edge treatment. πŸ”—:
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@chrisbanes
Chris Banes
3 months
πŸ’  Haze 1.6.0-beta01 has been released!. πŸ›: Android 12 is now enabled by default.πŸ€–: Experimental blurring support for all Android versions. The video below is recorded on a Pixel 3 running Android 11, but it works back to Android 5. πŸ”—:
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@chrisbanes
Chris Banes
5 months
πŸͺ’ Multiplatform Strings. This blog post talks through a solution which we've landed on, using a single file as the source of truth for all strings, across all of our apps.
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@chrisbanes
Chris Banes
5 months
πŸš€ Should you use Kotlin Sequences for Performance?. I have always thought that using asSequence() was the way to optimize chained operations in Kotlin. But after benchmarking, the results shocked me: Sequences are often slower! πŸ˜…. #Kotlin #AndroidDev.
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@chrisbanes
Chris Banes
5 months
It’s all about the screenshot tests. With a graphics effect library, it’s so easy to cause visual regressions. Screenshot tests give immediate feedback so I spend less time developing. The Robolectric folks have done an amazing job with RNG. It even runs custom runtime shaders!.
@kihaki
Robert Fatzke
5 months
@chrisbanes Chris you are on fire with this lately! Great job man!.
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@chrisbanes
Chris Banes
5 months
Haze 1.3.0 has been released!. πŸ”΅ Radial Progressive (gradient) effects.πŸ–ŒοΈ Brush support in tints.πŸ§‘β€πŸ’» New samples.
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@chrisbanes
Chris Banes
6 months
sooooo good.
@sinasamaki
sinasamaki
6 months
✨ First video out now! πŸ₯³. Learn how to create delightful mesh gradients in #JetpackCompose.Works on Android and #KotlinMultiplatform. If you like the video, you can check out the code that made it, fully open source on GitHub (aka tell me how bad my code is, πŸ˜…).
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@chrisbanes
Chris Banes
6 months
πŸ’  Haze 1.2.0 has been released. The big change in this release is that it now supports overlapping blurred areas. πŸ”—:
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@chrisbanes
Chris Banes
7 months
I'm thinking about renaming the modifiers in Haze but not quite sure what to use. If you want to help, you can comment here:.
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@chrisbanes
Chris Banes
7 months
πŸ’  Here's a sneak preview of something that I've been working on in Haze: overlapping areas. With this you'll be able to implement those classic glassy card effects. I still need to run the performance benchmarks, but it seems to be working nicely. πŸ”—:
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@chrisbanes
Chris Banes
7 months
Here's the slides from a talk I gave at work about Haze. There's no recording or anything, but the slides should hopefully be self-explanatory.
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@chrisbanes
Chris Banes
7 months
Haze 1.1 πŸ’  has been released!. The main change is the new 'Input Scale' parameter, which allows you to set an optional (down)scaling mode. This should have a positive effect on performance when enabled.
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@chrisbanes
Chris Banes
8 months
After what feels like a lifetime of development, I've decided to deprecate and archive Tivi 🫑.
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@chrisbanes
Chris Banes
8 months
Haze 1.0 πŸ’  has been released!. This is a big release, not only because of the version number, but also because of the amount of changes since the latest stable release. You can read more below:.
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@chrisbanes
Chris Banes
9 months
Haze 0.9.0-beta04 has been released!. Progressive (gradient) blurring and new styling APIs. Nearly there for final release, just got some performance work to do.
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@chrisbanes
Chris Banes
9 months
…and another library bites the dust. πŸͺŸ material3-windowsizeclass-multiplatform is now deprecated.
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@chrisbanes
Chris Banes
9 months
Here's a sneak preview of something that I've been working on in Haze. ✨ Progressive Blur ✨. I'm still working out the kinks (and an API), but as a proof of concept I think it works really well. Hoping to get it in for the next release.
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