<html>
<body>
<div style="font-family: Verdana, Arial, Helvetica, Sans-Serif;">
<table bgcolor="#f9f3c9" width="100%" cellpadding="8" style="border: 1px #c9c399 solid;">
<tr>
<td>
This is an automatically generated e-mail. To reply, visit:
<a href="http://svn.reviewboard.kde.org/r/6810/">http://svn.reviewboard.kde.org/r/6810/</a>
</td>
</tr>
</table>
<br />
<pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;">Looks good to me, but how is it guaranteed to execute before QApplication? BTW I finally found out what raster graphics (Qt style) is.</pre>
<br />
<p>- Ian</p>
<br />
<p>On October 3rd, 2011, 12:11 p.m., Stefan Majewsky wrote:</p>
<table bgcolor="#fefadf" width="100%" cellspacing="0" cellpadding="8" style="background-image: url('http://svn.reviewboard.kde.org/media/rb/images/review_request_box_top_bg.png'); background-position: left top; background-repeat: repeat-x; border: 1px black solid;">
<tr>
<td>
<div>Review request for KDE Games.</div>
<div>By Stefan Majewsky.</div>
<p style="color: grey;"><i>Updated Oct. 3, 2011, 12:11 p.m.</i></p>
<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Description </h1>
<table width="100%" bgcolor="#ffffff" cellspacing="0" cellpadding="10" style="border: 1px solid #b8b5a0">
<tr>
<td>
<pre style="margin: 0; padding: 0; white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;">Various games already choose the raster graphicssystem manually in their main(), because it has way better rendering performance than the older X11 graphicssystem. This change implements this choice of graphicssystem in libkdegames, as a static object. For Qt 4.7, this improves the rendering performance in all games immediately, sometimes the improvement is drastical. For example, in Kolf, when the ball moves over the Kolf banner on the intro screen, the animation is very flaky with the X11 graphicssystem, but fluent with the raster graphicssystem.
As far as I remember, Qt 4.8 will choose the raster graphicssystem by default, so this patch could be removed again when we require Qt >= 4.8. This patch is mainly interesting for users of Qt 4.7 (which is why I propose to also backport this patch to 4.7.3).</pre>
</td>
</tr>
</table>
<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Testing </h1>
<table width="100%" bgcolor="#ffffff" cellspacing="0" cellpadding="10" style="border: 1px solid #b8b5a0">
<tr>
<td>
<pre style="margin: 0; padding: 0; white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word;">Compiled Kolf against patched libkdegames and started it. Rendering performance indicates that correct graphicssystem is selected.
I have tested all of kdegames for visible regressions with "-graphicssystem raster". The only problem (in KBounce) is fixed in trunk by revision 1257154, and backported to 4.7 in revision 1257156.</pre>
</td>
</tr>
</table>
<div style="margin-top: 1.5em;">
<b style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Bugs: </b>
<a href="https://bugs.kde.org/show_bug.cgi?id=277590">277590</a>
</div>
<h1 style="color: #575012; font-size: 10pt; margin-top: 1.5em;">Diffs</b> </h1>
<ul style="margin-left: 3em; padding-left: 0;">
<li>trunk/KDE/kdegames/libkdegames/CMakeLists.txt <span style="color: grey">(1257072)</span></li>
<li>trunk/KDE/kdegames/libkdegames/chooserastergraphicssystem.cpp <span style="color: grey">(PRE-CREATION)</span></li>
</ul>
<p><a href="http://svn.reviewboard.kde.org/r/6810/diff/" style="margin-left: 3em;">View Diff</a></p>
</td>
</tr>
</table>
</div>
</body>
</html>