Hi,

 

What you're trying seems fun. A couple of  things come to mind: 

 

1.       Creating new SVG point objects every time the mouse moves would
seem expensive.  One of my servers is down today but when it comes back take
a look at

a.       http://srufaculty.sru.edu/david.dailey/svg/drag.svg -- a clipping
path is dragged over a region and without nearly the lag you report. As I
say one of the servers is down but as per recollection it works in most
browsers (except maybe webkit)

b.      http://srufaculty.sru.edu/david.dailey/svg/texture/rects8.svg  -- a
different approach using specular lighting - the fact that it works okay
with SMIL suggests it ought to respond to mouse activity without performance
hits.

2.       I'm not sure why your filter "fsprings" has to be that complex. For
the appearance that is conveyed I think whatever subtleties are gained
through such complexity may be lost.

 

I'd suggest simplifying the code considerably to investigate what causes the
sluggishness, since other things of this sort can be done without the
performance troubles.

 

Hope this helps

David

 

From: [email protected] [mailto:[email protected]]
On Behalf Of Andreas
Sent: Sunday, May 22, 2011 2:39 PM
To: [email protected]
Subject: [svg-developers] improve performance suggestions

 

  

I made a liitle SVG to simulate a Flashlight in the dark:
http://labs.pixelfans.de/svgflashlight/coloredfinch.svg

It works, but the performance is bad (i listen my CPU 8) )
Do you have any suggestion for me to improve this?





[Non-text portions of this message have been removed]



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