On Thu, Jun 21, 2012 at 4:58 AM, Ian Wadham <span dir="ltr"><<a href="mailto:iandw.au@gmail.com" target="_blank">iandw.au@gmail.com</a>></span> wrote:<br><div class="gmail_quote"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div class="im">> An alternate I found after digging up the libraries was KGameRendererClient. I made<br>
> CanvasItem its subclass, and reimplemented receivePixmap() to set and paint the pixmap<br>
> received from KGameRendererClient instance. Since this is (as I read in the docs)<br>
> asynchronous, it should be faster than my previous implementation, though not noticable<br>
> on my computer.<br>
<br>
</div>That is good. I'd say there is a case for adding something like your CanvasItem to the<br>
KGameRenderer suite, to support QML games.<br>
<br></blockquote><div><br></div><div>Yes, I have kept it a separate QML plugin from beginning itself so it could easily be moved</div><div>to libkdegames whenever desired. This is one of my points in the email I posted on the ML</div>
<div>about QML support in kdegames libraries.</div><div> </div><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
Performance of rendering from SVG is tricky to observe. To be sure you are comparing<br>
apples to apples, you need to find and delete the cache file before each test. Then the<br>
code will be forced to load from SVG and re-render each pixmap.<br>
<br></blockquote><div><br></div><div>I tried to find the cache files but couldn't find them, can you tell me where would they</div><div>be located?</div><div><br></div><div>Thanks,</div><div>Viranch</div><div><br></div>
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