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Graphics performance - Best practices

Talkat Qt Developer Days Munich 2011 · 2011-10-24..10-26· [web-performance]
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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.

AI-written summary · about

  1. 0:00Introduction
  2. 1:09Graphics systems overview
  3. 3:40Recommended graphic systems
  4. 5:50Pixel formats and performance
  5. 8:26OpenGL vs Raster paint engines
  6. 10:14Feature-by-feature comparison
  7. 13:53Stroking performance
  8. 14:59Smooth pixmap transforms
  9. 17:31Clipping performance
  10. 19:37Gradient rendering
  11. 21:45State changes impact
  12. 24:17Game example optimization
  13. 37:45Summary and best practices
  14. 41:41Q&A session
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