Graphics performance - Best practices
summary
Compares the raster and OpenGL paint engines with concrete numbers and fixes: use RGB32/ARGB32 premultiplied pixels or expect up to 80–90% slowdowns, prefer the raster paint engine for antialiasing quality and partial updates but use OpenGL when you need cheap bilinear filtering, perspective transforms or many gradients. Shows a tile game optimized from ~43 FPS to >150 FPS by switching to QGL widget, using a texture atlas, calling drawPixmapFragments, reducing state changes and trimming transparent pixels with a tight bounding box.
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chapters (14)
- 0:00Introduction
- 1:09Graphics systems overview
- 3:40Recommended graphic systems
- 5:50Pixel formats and performance
- 8:26OpenGL vs Raster paint engines
- 10:14Feature-by-feature comparison
- 13:53Stroking performance
- 14:59Smooth pixmap transforms
- 17:31Clipping performance
- 19:37Gradient rendering
- 21:45State changes impact
- 24:17Game example optimization
- 37:45Summary and best practices
- 41:41Q&A session
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