<div dir="ltr">I've just recompiled git and with the texture buffer option active the
performances skyrocket! The difference is impressive, it's super fast
and stable! Thank you so much!<br><br>>"Ah, bah... I only got reports of Krita breaking for people because of
that option. I can revert it, of course. The problem remains that I
haven't got a representative set of test hardware, no nvidia, no radeon,
so I only test on Intel GPUs's"<b><br></b><div class="gmail_extra"><br></div><div class="gmail_extra">These problems are typical in a Windows environment too with integrated nvidia/ati gpu for notebook, "cheap" version of major release hardware and poor drivers. Usually professional applications
scan for problematic hardware and drivers and go automatically in
software mode in these cases. However this solution is not 100%
reliable, so producers release list of certified hardware and drivers
for a specific software application. For this reason many painting programs don't use an opengl canvas at all to keep maximum compatibly but they're really fast with their viewport movements in software mode. <br>
<br>>"Ubuntu 12.04 doesn't provide VC librairies afaik ( and also got a lot
of librairies outdated, might also be a problem to follow Git master. )
; you probably already built VC yourself ; but if not your CPU ( a
strong one ) might gain a big improvement of performances. For the
'buntus , I made this script by the past to auto build VC 7.0 Git master
: <a href="https://raw.github.com/Deevad/compilscripts/master/vc-install.sh" target="_blank">https://raw.github.com/Deevad/compilscripts/master/vc-install.sh</a> "<br><br></div><div class="gmail_extra">Yes, David I compiled Vc by myself. ^^<br>
<br>>"I always experienced Qpainter (CPU canvas) to get more slower for
continuous zoom or continuous rotation ; it's true it's really smooth
with GPU ; and smoother with an Intel GPU and libre driver. ( I
discovered it in our London trip on Boud's computer ; then I bought the
week after the same hardware :D )"<br><br></div><div class="gmail_extra">I know, I tried... It's really fast with old Intel GPUs too.<br><br><div>>"As Boudewijn linked ; a bug report is open about it : <a href="https://bugs.kde.org/show_bug.cgi?id=313502" target="_blank">https://bugs.kde.org/show_bug.cgi?id=313502</a><br>
</div><div>Trilinear is always blury ; at any zoom level. Qpainter(CPU) is a bit less blury. <br></div><div>Choosing "Bilinear" is actually the best option ; from 100% to 50% you'll match the Gimp/Mypaint/Azdrawing quality. <br>
</div><div>Above 50% ( 33% , 25%, 17%, 12% ) ; the Bilinear filter will
bug ; and the rendering will be bad ( total aliasing ). Equal to
'Nearest'.<br></div>I adapted my workflow to paint using mostly 50%
as a workaround. And when I do sketch/line art at 25% , I have a
workaround changing the code , as I explain on the bug report."<br><br></div><div class="gmail_extra">Thanks
for the information! I were using the trilinear filtering because thin
lines disappeared at certain zoom levels, but I didn't pay attention
enough to this 50/25% zoom level matter. I'll check it again!<br><br></div><div class="gmail_extra">Thank you very much for your hard work, <span name="Boudewijn Rempt" class="">Boudewijn, Dmitri and Krita's team! ^^</span>
</div><div class="gmail_extra"><br></div></div>