[kate.alh...@nokia.com So 13. Juni 2010]: > ----- Original message ----- > For application performance and cpu usage also time needed for tile pre- > processing need to be counted. > > Does it some scaling for tiles after loading them ? > > Finally time used for scaling tiles is one key issues. Do we scale them or > download every size. How much cpu power is used for scaling or do we leave > it all for GPU ?
The main concern is about scaling has to be done *only once* and NOT for every refresh of the display. Depending on how ignorant the widget is coded, you might end with a redraw() triggered for every visible tile of the map, if the map content is only shifted aside by a few pixels. Then each tile object does all the scaling again, and that's for sure not the optimum way to implement that. Displaying a minimal change of the map, quite usually this means moving the bitmap by a few pixels and adding a few new pixels to the canvas at one side, this is definitely a completely different thing than drawing a new map from scratch which should be avoided as much as possible, for obvious performance considerations. Or simply put: if you got CPU load issues on displaying a slowly and minimally changing map, then you did something terribly wrong. /j
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