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authorEskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@qt.io>2020-05-20 14:33:50 +0200
committerEskil Abrahamsen Blomfeldt <eskil.abrahamsen-blomfeldt@qt.io>2020-06-15 08:09:23 +0200
commita8d357761dbf74cbdc72348be6c655cafb745ff2 (patch)
tree5d79d2fbf87cc647b7d5515abf7e5272164d2e97 /examples/quick/scenegraph/twotextureproviders/xorblender.cpp
parent1f3dd3f5db16892739963168c2a76df6354b178c (diff)
Speed up rendering huge static scenes
With really big, static scenes, traversal of the geometry list is expensive enough that it becomes a limitation on the frame rate if we do it in the inner loop of every frame. And going through the whole list of geometry every frame just to verify that nothing has been removed is a waste of time. In a test with two million opaque items in a single draw call, I can hit 144 fps with this small optimization versus 50 fps on the same machine without the patch. Pick-to: 5.15 Change-Id: Id11c1d96456e79a62c33b89e5f115bdaacceeacd Reviewed-by: Lars Knoll <lars.knoll@qt.io>
Diffstat (limited to 'examples/quick/scenegraph/twotextureproviders/xorblender.cpp')
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