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Hi , I have a question , I dont know this solution is better than now or not !
because of that I said that here before any starting , do you think if we draw gridline in linegrid by shaders make our application faster?
sometimes I have delay and lag when unzoom (totaly) , I think it's because of gridline and redrawing items , but gridline useage is more than another .
Im new in GLSL (Im C++ developer not shaders :D) but maybe I can fix that if I try .
do you think drawing that is better than now for imporving performance?
If I do that do you merge that ? or prefer to trade off readability(shaders are not so comfortable for Developers) vs performance?
The text was updated successfully, but these errors were encountered:
Note: In general large canvases, frequent updates, and animation should be avoided with the Canvas.Image render target. This is because with accelerated graphics APIs each update will lead to a texture upload. Also, if possible, prefer QQuickPaintedItem and implement drawing in C++ via QPainter instead of the more expensive and likely less performing JavaScript and Context2D approach.
Hi @SC-One , thanks for your suggestion (and sorry for answer delay), in fact line(and arrow) rendering was done in GLSL years ago, but it is just too hard to maintain and have proper antialisaing without mipmaping.
I end up using regular canvas because of antialiasing problems with quick painted item (for example, vertical/horizontal lines randomly painted on 2 pixels for some position).
I think some kind of DearImGui canvas compatible with QtQuick would be the better option, but I have no time to invest on that matter since performances level is ok for my graphs at the moment.
Hi , I have a question , I dont know this solution is better than now or not !
because of that I said that here before any starting , do you think if we draw gridline in linegrid by shaders make our application faster?
sometimes I have delay and lag when unzoom (totaly) , I think it's because of gridline and redrawing items , but gridline useage is more than another .
Im new in GLSL (Im C++ developer not shaders :D) but maybe I can fix that if I try .
do you think drawing that is better than now for imporving performance?
If I do that do you merge that ? or prefer to trade off readability(shaders are not so comfortable for Developers) vs performance?
The text was updated successfully, but these errors were encountered: