Not currently. By the way as far as I know the Arthur paint system in
Qt4 is based on AGG.
Afaik it is not based on AGG. The QImage rasterizer is based on the
freetype scan-converter.
There is an article about it
(http://blog.qt.digia.com/blog/2009/12/18/qt-graphics-and-performance-the-raster-engine/).
The authors of Qt seem to have considered building it on top of AGG
first, then decided that it is not a good idea (template based approach
of AGG, too many conversions).
Regards,
Marco
On 20.11.2012 22:04, Tim Sutton wrote:
Hi
On Tue, Nov 20, 2012 at 4:30 PM, Олег Михалёв <[email protected]> wrote:
Hi all,
I have one global question about QGIS.
What is the situation with the development of Quantum GIS Engine?
I mean non-gui classes built on the top of Qt framework, which are
responsible for spatial data management and rendering.
Ok so in our terminlogy that would be libqgis_core
Is there any active work on the significant improving of rendering
performance (http://hub.qgis.org/wiki/quantum-gis/Rendering_Performance) or
redesign of QGIS Engine object model
The next main task is for Martin to merge his threading branch which
we hope will improve rendering performance somewhat. I also have some
ideas about using a compositing so that we can boost performance at
the possible expense of greater memory usage while rendering.
(http://hub.qgis.org/wiki/quantum-gis/Redesign_of_QGIS_data_model)?
Are there any plans for development of Qt-independent GIS core (with AGG
rendering engine, maybe)?
Not currently. By the way as far as I know the Arthur paint system in
Qt4 is based on AGG.
Looking through developer mailing lists of last years (2010-2012), I haven't
found active discussion about the development of QGIS engine.
Is there another information about this topic?
Not formally that I can think of. Rendering performance in my opinion
should be the major focus of the 2.x release series - we have rich
functionality now but we need to deliver that quickly to the display
device or the user gets frustrated.
Regards
Tim
Oleg.
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