> On 2021 Oct 20, at 18:11, Nuno Santos <nuno.san...@imaginando.pt> wrote:
> 
> Hi Shawn,
> 
> Thank you very much for your reply and clarification.
> 
> My next question is, what is the best way to work around this?
> 
> Should I create a QSGGeometryNode that draws an element and then create a 
> node for each element?
> 
> Do you think this will degrade the performance?
> 
> Is there any other way of making it more performant?

Probably the ideal thing to do is break up the vertices into chunks somewhere 
around the 64k limit, but maybe the graphics guys will have something else to 
suggest.  I was just working on Text recently: each character is a quad (so the 
limit is 16k characters per node); and if you render too much text in one Text 
item, the first node creates more, as children of itself.  That was already 
working since early Qt 5 releases; I just did some optimizations recently to 
save memory and time while generating those; and now in 6.2 all the children 
are direct children rather than being recursively nested.  So that’s one way to 
break it up when you have too many vertices.

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