Once you design a replacement node, throw like 50 of them in your scene and 
drag them around, and report the results back. Interested to see if you find a 
significant performance increase.


On Apr 7, 2013, at 7:39 PM, Tuan Nguyen wrote:

> Oh wow, thank Justin. It works XD
> 
> 
> On Sun, Apr 7, 2013 at 1:50 PM, Justin Israel <[email protected]> wrote:
> 1) Implement boundingRect() to return the appropriate size of your item at 
> any given moment. You can return the same size if your widget doesn't change, 
> and only the view does the scaling
> 
> 2) Check out the method signature for the paint() event of a QGraphicsItem. 
> It hands you a QPainter instance that is being passed down all of the 
> children in the scene.  It also gives you a bunch of options about the 
> current state, such as the bounding rect that should be drawn. At this point 
> the bounding rect for your item has already been called so you shouldn't get 
> it again
> 
> http://pastebin.com/cPc2U1YJ
> 
> [snip]
>     def boundingRect(self):
>         return QtCore.QRectF(0,0,100,50)
> ...
>     def paint(self, painter, option, widget):
>         rect = option.rect
>         painter.setRenderHint(painter.Antialiasing)
> [/snip]
> 
> 
> 
> On Apr 7, 2013, at 6:36 PM, Justin Israel wrote:
> 
>> Don't create a painter. Look at the arguments. It passes you a shared 
>> painter. 
>> On Apr 7, 2013 6:09 PM, "Tuan Nguyen" <[email protected]> wrote:
>> I try to paint those GraphicsItem by QPainter, but i only get it works when 
>> painting on a QWidget,
>> Here is the script
>> 
>> https://gist.github.com/illunara/5329248
>> 
>> painter = QtGui.QPainter(self)
>> 
>> I think i did something wrong with the PaintDevice? 
>> 
>> 
>> On Sat, Apr 6, 2013 at 5:52 PM, Justin Israel <[email protected]> wrote:
>> No problem!
>> On Apr 6, 2013 10:12 PM, "Tuan Nguyen" <[email protected]> wrote:
>> Ah....i think i misunderstand it. Sorry for a vague question.
>> 
>> And as always, thank Justin :3
>> 
>> 
>> 
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