Re: SVG is slooooow!
The example seems to perform fine on my computer. But I do have a pretty fast machine, AMD Athalon XP 3200 w/ 1GB of ram.
I just have a question regarding that example. What's the difference between the three renderers? Even from the source code, I am not sure I understand. The SvgRasterView (used for Image), renders on top of an image; SvgNativeView (for Native) renders on top of the widget (this), and SvgGLView paints on top of the QGLWidget (this). I dont really know what this means? Clearly there is a difference between the 3 modes. The native one usually has transparent background when viewed. Same for OpenGL renderer. Also, for me OpenGL renderer doesn't look as good. Image one doesn't have transparent background. Quality wise, Native and Image look the same, and better than OpenGL.
Also why are they setting viewport in the Native one but not in the OpenGL one? Sorry if these are newbie questions; or if this is OT for this thread.
Bojan
The march of progress:
C:
printf("%10.2f", x);
C++:
cout << setw(10) << setprecision(2) << showpoint << x;
Java:
java.text.NumberFormat formatter = java.text.NumberFormat.getNumberInstance();
formatter.setMinimumFractionDigits(2);
formatter.setMaximumFractionDigits(2);
String s = formatter.format(x);
for (int i = s.length(); i < 10; i++) System.out.print(' ');
System.out.print(s);
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