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Re: [Traverso-devel] playhead cpu usage, crosshair like implementation n


From: Nicola Döbelin
Subject: Re: [Traverso-devel] playhead cpu usage, crosshair like implementation needed ?
Date: Tue, 06 Feb 2007 14:04:39 +0100

> I've tried _again_ to solve the cpu hogging by playhead painting, but to
> no avail.

I must admit I'm surprised (or disappointed for that matter) by the poor 
performance of QGraphicsView. After all it is advertised as a very powerfull 
framework, designed to work with large numbers of 2D objects. Have you reported 
your problems to a Qt specific list (e.g. qt-interest) or forum (e.g. 
www.qtforum.org)?

Just an idea (although you probably tried this already): QGraphicsView inherits 
from QWidget, so you should be able to bypass the QGraphicsScene, paint 
directly on the widget and use 2 pixel wide buffers. With the current solution 
the CPU usage depends on the number of clips beneath the play head. Would a 
dual core CPU ever be able to cope with a >24 track project? If you paint on 
the widget, CPU usage would depend on the window size, and actually be no issue 
for such a small number of pixels.

Nic

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