Am 03.12.2009, 18:40 Uhr, schrieb Christopher Barker  
<[email protected]>:

> Steven Sproat wrote:
>> I've just been playing around with the FC2 demo on GTK. Some bad news,
>> I'm afraid.
>
> I'm not developing FC2. I've forwarded this on to Matthias (Nitro) who
> is. I"m sure he'd love the feedback on GTK issues.

Yes, thanks for the feedback (sproaty) and for forwarding the mail  
(Chris). Meanwhile I've talked a bit with sproaty on irc.

>> Another issue, this time quite a big one -- hit testing doesn't work at
>> all.
>
> That is weird, last I checked it only supported bounding box hit
> testing, that should be back-end independent. Though maybe he's moved to
> a rendering-based method.

FC2 uses two methods for hit-testing at this point. The first check is  
bounding boxes. The second check use wxGraphicsPath::Contains. Maybe this  
does not work as expected on gtk due to the different graphics context  
backend.

I'll probably add render based hit-testing soon. It will work differently  
 from the fc1 system though.

>> The code for zooming in/out works well, no complaints here. Also, I like
>> how panning doesn't sort of pre-load in the edges of the canvas, as the
>> original FC does.
>
> Well, the way FC1 does is it to move the already-rendered buffer while
> you pan, then re-draw when you release the mouse. That's because it may
> take to long to re-render to do it as you move. Whether that's the case
> depends on what you are drawing, and how fast your machine is --
> machines are faster now then when I wrote that code, but I notice it's
> not the least bit smooth with FC2 if the drawing is complex (like the
> SVG reading demo). How this is doen could be an optional setting.

FC2 has some performance problems with many nodes on the canvas. I started  
improving that yesterday. For testing I use a canvas with 1400 nodes on it  
(about 50 visible). Moving a group around or panning is very very snappy.  
It gets slower if more nodes are visible, I have yet to see what I can do  
about that.

Sproaty also reported performance problems if there was a single huge  
transparent rectangle visible. FC2 can't do much about that, in this case  
it's the graphics backend which is too slow (likely not hardware  
accelerated).

-Matthias
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