>> in long-running
>> programs
>>
>> when many many items have been added, the
>> scene
>>
>> starts to slow down.
> Did you checked the navigation pad example? It uses some tricks, e.g. by
> (optionally) using OpenGL and various transformations, that might be
> helpful for your issue, too.
Thanks Pete. I will take a deeper look at that example.
I am a bit worried at the start, though. Running that example
on my old laptop locked up the whole system (required a hard
reboot) and on my desktop it fails with OpenGL errors:
QGLShader: could not create shader
Vertex shader for simpleShaderProg (MainVertexShader &
PositionOnlyVertexShader) failed to compile
QGLShader: could not create shader
Fragment shader for simpleShaderProg (MainFragmentShader &
ShockingPinkSrcFragmentShader) failed to compile
QGLShaderProgram: could not create shader program
Errors linking simple shader: ""
QGLShader: could not create shader
Vertex shader for blitShaderProg (MainWithTexCoordsVertexShader &
UntransformedPositionVertexShader) failed to compile
QGLShader: could not create shader
Fragment shader for blitShaderProg (MainFragmentShader &
ImageSrcFragmentShader) failed to compile
QGLShaderProgram: could not create shader program
Errors linking blit shader: ""
QGLShader: could not create shader
Warning: "" failed to compile!
Commenting out the QGLWidget viewport allows the program
to run, but I'd be leery of using something in my application that
can fail so spectacularly.
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