On 3/24/19 10:41 AM, Allan Sandfeld Jensen wrote:

Note though that the recommended way of doing hardware accelerated painting
these days with Qt, is using QML or the QtQuick scenegraph from C++. QPainter
being so sequential and imperative will never be able to take full advantage
of OpenGL because the API wasn't designed for it.

For an application, where you have to draw a curve of many points, that are changing with every frame I don't see how the scenegraph is beneficial. And why do you consider imperative vs. declarative being relevant here at all ?

Everything that happens before passing the points to the GPU is overhead, what means doing native X11 or OpenGL calls should be best.

Uwe




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