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. :) >> >> > > > > -- > _______________________________________________ > Lazarus mailing list > [email protected] > http://lists.lazarus.freepascal.org/mailman/listinfo/lazarus
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