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Missing clipping for polygons with holes leads to slow rendering performance on Windows CE and SDL #869
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Seems this happens because of two really large polygons with many holes having a quite high node count each: Currently core doesn't implement clipping for polygons with holes. It does for polygons without holes. I'll try two things:
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you are right. The location B12 is fast and smooth drawn with poly_wood removed from layout. |
Tested Build16731 Tomtom730 . Polygons with Holes work very well. The delay is gone. Thanks |
Will wait for Thursday before merging #870 |
Build16731 work well while real driving. No lags or other problems. |
* fix:core:refactor polygon clipping This commit extracts the polygon clipping into its own function to be re used for polygon with holes clipping. * fix:core:Clip polygons with holes prior drawing. While this helps drawing for limited graphics like SDL or WindowsCE, it will slightly slow down on graphics that do clipping themselves like qt5. As this is done for polygons already, we do this for polygons with holes as well.
Fixed in #870 |
* fix:core:refactor polygon clipping This commit extracts the polygon clipping into its own function to be re used for polygon with holes clipping. * fix:core:Clip polygons with holes prior drawing. While this helps drawing for limited graphics like SDL or WindowsCE, it will slightly slow down on graphics that do clipping themselves like qt5. As this is done for polygons already, we do this for polygons with holes as well.
…avit-gps#869) * fix:core:refactor polygon clipping This commit extracts the polygon clipping into its own function to be re used for polygon with holes clipping. * fix:core:Clip polygons with holes prior drawing. While this helps drawing for limited graphics like SDL or WindowsCE, it will slightly slow down on graphics that do clipping themselves like qt5. As this is done for polygons already, we do this for polygons with holes as well.
Currently the core is lacking clipping support before handing over polygons that contain holes (attr_hole) to graphics back end. As Windows CE and SDL are rendering by manually raycasting polygons (with or without holes), and do not support clipping as well, rendering performance is poor when the screen shows many small portions of large polygons.
This was reported in #861 by @gefin first.
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