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Home » Developing U++ » U++ Developers corner » Optimizing DrawImage across platforms
Re: MILESTONE: gtk3 replaces gtk2 as default linux backend [message #53674 is a reply to message #53673] Mon, 20 April 2020 14:11 Go to previous messageGo to previous message
Tom1
Messages: 1303
Registered: March 2007
Ultimate Contributor
Hi,

This works:

void SystemDraw::SysDrawImageOp(int x, int y, const Image& img, Color color)
{
...
	static Size sz;
	if(!sz.cx) sz = Ctrl::GetPrimaryScreenArea().GetSize();
	cache.Shrink(4 * sz.cx * sz.cy, 1000); // Cache must be after Paint because of PaintOnly!
}


(Possibly not perfect on multi monitor environments if not started on largest monitor.)

Quote:
What is the source of large opaque images in your case? Painter or ImageDraw or something else?


It's nearly always Painter -- or something similar (e.g. custom rendering) but the result is always in ImageBuffer.

Best regards,

Tom
 
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