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  1. #1
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    Default Re: Synchronizing two GraphicsScenes

    Quote Originally Posted by manojmka View Post
    Hmmmmm...

    I know what you mean. This will affect the performance badly. If I try to load the smaller scene in bigger view then resolution of images will go and if I try to load all the images in smaller scenes in full resolution, memory will be used very highly!!!
    What kind of items are you using ?
    The biggest difference between time and space is that you can't reuse time.
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    Default Re: Synchronizing two GraphicsScenes

    I don't get you wysota by "Use the level of detail capabilities of graphics view framework."?

    Gopal, I am using Pixmap, Text and Rectangle items for now.

    Regards,
    Manoj

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    Default Re: Synchronizing two GraphicsScenes

    Quote Originally Posted by manojmka View Post
    I don't get you wysota by "Use the level of detail capabilities of graphics view framework."?
    qreal QStyleOptionGraphicsItem::levelOfDetail
    This variable holds a simple metric for determining an item's level of detail.
    This simple metric provides an easy way to determine the level of detail for an item. Its value represents the maximum value of the height and width of a unity rectangle, mapped using the complete transformation matrix of the painter used to draw the item. By default, if no transformations are applied, its value is 1. If zoomed out 1:2, the level of detail will be 0.5, and if zoomed in 2:1, its value is 2.
    For more advanced level-of-detail metrics, use QStyleOptionGraphicsItem::matrix directly.
    See also QStyleOptionGraphicsItem::matrix.
    You can implement an item that will use high resolution drawing when the level of detail is high and in low resolution when the item is scaled down.

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