You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Hi there,
I need to display big amount of paths in my application and use transform to manipulate scene - translate and scale. With 60k paths I can see a decrease of performance. Translating using touch screen is not as smooth as expected.
I'm using CanvasControl and preparing paths to display by creating CanvasGeometry. In Draw callback I'm calling DrawGeometry for each prepared geometry after setting Transform. I tried to use CanvasCachedGeometry but I need to use CanvasStrokeTransformBehavior.Hairline to keep stroke width while scaling. What can I do to increase performance of my app?
Maybe there is a better approach? At now I have this kind of app written in OpenGL and C++ but I think it's easier to rewrite it to integrate with WinUI 3.
Thanks in advance for any suggestion.
The text was updated successfully, but these errors were encountered:
Hi there,
I need to display big amount of paths in my application and use transform to manipulate scene - translate and scale. With 60k paths I can see a decrease of performance. Translating using touch screen is not as smooth as expected.
I'm using CanvasControl and preparing paths to display by creating CanvasGeometry. In Draw callback I'm calling DrawGeometry for each prepared geometry after setting Transform. I tried to use CanvasCachedGeometry but I need to use CanvasStrokeTransformBehavior.Hairline to keep stroke width while scaling. What can I do to increase performance of my app?
Maybe there is a better approach? At now I have this kind of app written in OpenGL and C++ but I think it's easier to rewrite it to integrate with WinUI 3.
Thanks in advance for any suggestion.
The text was updated successfully, but these errors were encountered: