I've put up the test app on the CCR. All three methods draw at roughly 10fps on 
windows and 6fps on mac. I haven't tried linux yet. I challenge everyone to 
find methods to speed up the the drawing using the current implementation. May 
the best man win!

Regards, Darius


On Feb 9, 2012, at 10:38 AM, [email protected] wrote:

> I'm working on a test app that I will put on the CCR on sourceforge for 
> everyone to test. Will put it up later this afternoon. I will challenge 
> everyone to come up with speed improvements! :)
> 
>  
> Regards, Darius
> 
>  
>  
> On 9 feb '12, Graeme Geldenhuys wrote:
> 
>> On 9 February 2012 02:52, Darius Blaszyk  wrote:
>>> Despite all the advices, none of the suggestions of drawing on a TPaintBox 
>>> or creating a TCustomControl actually speed up the painting significantly. 
>>> Therefore I did some profiling. It appears that loading a 40kb png file 
>>> (50% HD) from a stream takes about 60msec another 30msec is used to paint 
>>> the bitmap to screen. It all results in approx. 11fps which is actually 
>>> pretty poor when you imagine a full HD loop will make the rate drop 2.5fps.
>> Darius. If you could send me a sample of 25 images in private, I'll
>> try something here on my side. I'll also plug them into a fpGUI
>> application so we can see if there is a difference between a LCL app
>> and fpGUI app - trying to determine where the bottlenecks are...
>> loading, graphics stack, toolkit etc. I also have 3 different speeds
>> hard drives (and various file systems) in my system. That could also
>> be used to profile the loading times from each hard drive.
>> 
>> If you have a sample LCL app that you use for testing, that would save
>> me some trouble too. Though the Button1Click() code you posted earlier
>> is pretty straight forward. :)
>> 
>> 
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