It would be nice if you can provide simple main.cpp that proves performance issue and submit a bug. Perhaps it can have impact on other QPainter related bits.
19 sie 2018 13:10 "william.croc...@analog.com" <william.croc...@analog.com> napisaĆ(a): >> >> From some experimentation it appears that the CPU time required by the >> QPainterPath system is quite non-linear in the number of control points. >> So, if I break my one long path up into a number of shorter paths, it >> draws MUCH faster. >> > Is that the case with both antialiasing on and off? (They use different > rasterization backends) > Yes. I suspected AA in the beginning, but that was not the problem. QPainterPaths with a large element count was the problem. And I am not doing anything too fancy. Just a lot of lineTo/moveTo. After every added segment: if( path.elementCount() > 100 ) { // Long paths take too long to draw. QPointF cur = path.currentPosition(); painter->drawPath(path); path = QPainterPath(); path.moveTo(cur); } Bill _______________________________________________ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest
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