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Re: [Traverso-devel] Accuracy of waveform drawing, and performance


From: Remon
Subject: Re: [Traverso-devel] Accuracy of waveform drawing, and performance
Date: Thu, 19 Apr 2007 17:23:28 +0200
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> Ok, my thought was that the linedrawing was more detailed and showed
> short transients and peaks better? the polygons looked a little smoothed
> out... But speed is also important.

The painting of 0.40.0 looks much different due the brush has a little 
different color, the part that forms the eyecandy (one line of code... 
couldn't resist ;-P )

This one gives a better comparison:

http://traverso-daw.org/screenies/screen14.png


The more you zoom in, the less chance of differences in the polygon based 
drawing with 1 pixel or 2 pixels per polygon point.

The order is the same as before, top one with polygon based painting, one 
polygon point per pixel, mid 2 pixels per point.

Depending on your graphicscard, the speedup can be 5 x to perhaps couple of 
100's :-)
The benefit is that there is no need to cache the painting, which makes sense, 
for example, Gain Curves are merged into the painting real time, so caching 
doesn't help there, and so the painting _needs_ to be fast.

The problem: OpenGL acceleration only paints the waveform correctly when 2 
pixels per polygon point are used, so the drawing is a tiny bit less 
accurate, mostly when zoomed out.

Note though that if you need very precise editing, you're most likely zoomed 
in a lot, and at that point, the audio data is read directly from harddisk, 
painted as a line, and is as precise as possible!

So that's the dilemma I'm facing right now....

Regards,

Remon

P.S.
The waveform just shows the highest peak values anyways, it's not an 
indication for the loudness .....!




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