Il 17/08/2018 20:36, Bill Crocker ha scritto:
My newer, Qt based drawing program takes orders of magnitude longer to draw 
lines
than my good old plain X-Windows based drawing program.

The Qt call stack, as revealed by VTune, is:

QPainterPath::draw
QPaintEngineEx::draw
QRasterPaintEngine::stroke
QPaintEngineEx::stroke
QRasterPaintEngine::fill
QRasterizer::rasterize
QScanConverter::end

Am I using some fancy, expensive feature
that I should turn off.

How are you measuring the time / framerate / CPU usage for the XWindows-based
one? Note that when using X11 some rendering may happen "server side", therefore
it's not accounted for in your application's CPU time.


In the end, I was just sitting there
waiting for the screen to refresh, like my users.

It would also be great if you had testcases.

At this point I am not going to invest any more time.
My problem is mitigated (not solved) by breaking my
large element count paths up in to a larger number
of small element count paths (as noted in my subsequent
email).

Thanks.

Bill


HTH,



_______________________________________________
Interest mailing list
Interest@qt-project.org
http://lists.qt-project.org/mailman/listinfo/interest

_______________________________________________
Interest mailing list
Interest@qt-project.org
http://lists.qt-project.org/mailman/listinfo/interest

Reply via email to