[Kde-games-devel] Fwd: Re: SVG Rendering speed

Luciano Montanaro mikelima at gmail.com
Sat Sep 29 11:45:15 CEST 2007


Il Saturday 29 September 2007 03:57:46 Ian Wadham ha scritto:
> Re KGoldrunner ...
>
> On Sun, 23 Sep 2007 07:01 pm, Andreas Pakulat wrote:
> > There's only a slight delay for the initial
> > rendering and I can see the playground being first rendered in
> > "half-screen" mode (i.e. its about as large as the select-game-dialog)
> > and then after a second it gets fullscreen as the rest of the
> > application.
>
> This seems to be as good as I can get it.  It is still doing just one SVG
> load and render at startup ... and the Main Window is still giving two
> resize events, one of which KGoldrunner ignores.
>
> I do notice a big hole appearing when the initial dialog box closes, even
> though you can grab the dialog box and move it around rapidly without
> any loss of graphics quality.  And it seems to take far too long for
> KGameCanvas/QPainter/QWidget/X (even) to repaint over it, even
> though the whole main window has been loaded, rendered and painted.
>
> I believe this is an unavoidable consequence of the way Qt does painting
> - or so I was once told by a Qt developer - but is there some way to soften
> or reduce the effect?  It's really ugly.  I'm working with *no* graphics
> acceleration on a Pentium 4, 2.4GHz CPU with 256Mb RAM.
>
> Re KShisen ...
> With QT_FLUSH_PAINT=1 I get *three* full-window flashes every time
> I make a move - in different colors.
>

Can you try the patch in the attachment? It brings down the flashes to two for 
me. I can't see any problems, but I have not tested extensively. 
I think we can tweak it some more to update smaller portions of the screen, if 
it is needed.

I updated my old desktop to a recent distro, and now render seem to be 
accelerated better on the Radeon. It's still not very fast, but the delay is 
now acceptable for me. So I need someone else to do the tests...

Luciano



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