OpenGL Canvas or Not

Dmitry Kazakov dimula73 at gmail.com
Fri Oct 18 08:26:07 UTC 2013


I can check on Nvidia  later today..


On Fri, Oct 18, 2013 at 12:07 PM, Boudewijn Rempt <boud at valdyas.org> wrote:

> On Fri, 18 Oct 2013, Enrico Guarnieri wrote:
>
>  1st Problem:
>> After removing the texture buffer option in Git the opengl canvas became
>> very slow and now it's unusable.
>>
>
> 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
>
>
>
>> My configuration:
>>
>> Processor    4x Intel(R) Core(TM) i5 CPU 650 @ 3.20GHz
>> Memory    8GB
>> Operating System    Ubuntu 12.04.3 LTS
>>
>> Display Resolution    1680x1050 pixels
>> OpenGL Renderer      GeForce 9500 GT/PCIe/SSE2
>> Graphic Card memory 1024MB
>> NVIDIA Driver Version 319.32
>>
>> (Tried with older nvidia cards and a radeon hd 4670 too but with the same
>> result.)
>>
>>
>> Kernel    Linux 3.2.0-54-generic (x86_64) Ubuntu SMP
>> Default C Compiler    GNU C Compiler version 4.6.3
>>
>> (Tried with the lts-raring stack too but with the same result.)
>>
>> Desktop Environment tested  Xfce4/Kde4/Gnome3 with/without compositing
>> active.
>>
>>
>> 2nd problem:
>> Why the software mode is so slow in rotating and zooming the viewport? In
>> other painting programs is very fast without gpu acceleration using a
>> single core too!
>>
>
> I don't find it particularly slow, even in software mode, but that might
> depend on a lot of things, including the size of your image, the load of
> your system and a lot more. But as far as I'm concerned, I consider the
> software-mode canvas 'done', and I want to focus on getting the opengl
> canvas running well for everyone.
>
>
>  3rd Problem:
>> Why the painting in the viewport is "blurry" in opengl canvas and in
>> software mode as well? For example Gimp have a very sharp and precise
>> rendering...
>>
>
> OpenGL: because opengl only offers linear (bi or tri, with tri being more
> blurry) scaling modes. We're working on adding bicubic scaling to opengl
> mode, but that's very tricky.
>
> See: https://bugs.kde.org/show_bug.**cgi?id=313502<https://bugs.kde.org/show_bug.cgi?id=313502>
>
>
>>
>>
>>
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>


-- 
Dmitry Kazakov
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