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Tiling with QGraphicsItems
brazz last edited by brazz
When a QGraphicsItem is not being displayed (there is no exposed rect) does the GraphicsItem take up ram? I am trying to implement tiling into a program that could have as man as 500 250X250 tiles, while the tiles themselves could also get scaled larger or smaller. If I were to add all of the tiles/graphicsItems to the scene, would Qt take care of most of the rendering? So when an items coordinates are displayed in the QGraphicsView window it will paint/render the tile, and if it is not displayed in the QGraphicsView window the prorgam automatically clears up memory. I saw mention of one system where the only items ever being painted are what is in the exposed rect of the QgraphicsItem. As performance effective and impressive as this is, I don't think I'll have the time to program a system such as this. It would involve writing a new class that inherits QGraphicsItem and redefining all the virtual functions to go along with it.
Yes, the actual QGraphicsItems will take up memory once created.
The culling part only makes it not draw, its not deallocated.
Did you see the 40.000 items sample?
Did you try with the needed amount of tiles ?
Is performance or memory usage an issue?
Before design the best solution, you should test a bit first to see what is needed memory wise etc.
brazz last edited by
the problem is is that I have very limited development time, so I almost need to choose a method and make it work in whatever way is possible.
Then just go for it.
Might need a tons of RAM but should work fine otherwise.
Alternatively use a tiling engine
if you are making a game kind of app.