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authorMichael Brasser <michael.brasser@nokia.com>2010-07-15 02:18:58 (GMT)
committerMichael Brasser <michael.brasser@nokia.com>2010-07-15 02:18:58 (GMT)
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Performance docs.
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-rw-r--r--doc/src/declarative/qdeclarativeperformance.qdoc21
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diff --git a/doc/src/declarative/qdeclarativeperformance.qdoc b/doc/src/declarative/qdeclarativeperformance.qdoc
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@@ -115,4 +115,25 @@ provide an image that includes the frame and the shadow.
Avoid running JavaScript during animation. For example, running a complex
JavaScript expression for each frame of an x property animation.
+\section1 Rendering
+
+Often using a different graphics system will give superior performance to the native
+graphics system (this is especially the case on X11). This can be configured using
+QApplication::setGraphicsSystem() or via the command line using the \c -graphicssystem
+switch.
+
+You can enable OpenGL acceleration using the \c opengl graphics system, or by setting a
+QGLWidget as the viewport of your QDeclarativeView.
+
+You may need to try various options to find what works the best for your application.
+For embedded X11-based devices one recommended combination is to use the raster graphics
+system with a QGLWidget for the viewport. While this doesn't guarantee the \bold fastest
+performance for all use-cases, it typically has \bold{consistently good} performance for
+all use-cases. In contrast, only using the raster paint engine may result in very good
+performance for parts of your application and very poor performance elsewhere.
+
+The QML Viewer uses the raster graphics system by default for X11 and OS X. It also
+includes a \c -opengl command line option which sets a QGLWidget as the viewport of the
+view. On OS X, a QGLWidget is always used.
+
*/