> Yeah grabToImage() is pretty costly due to the pixel readback. What you want
> is to draw your ShaderEffect into a texture and then draw that texture
> directly
> onto the canvas without going through the pixel readback / CPU memory code
> path that grabToImage would imply. Not sure how exactly
pen a suggestion for that on
bugreports.qt.io. Something might happen :)
>
> -kimmo
>
> From: devel-boun...@lists.sailfishos.org
> [mailto:devel-boun...@lists.sailfishos.org] On Behalf Of Kimmo Lindholm
> Sent: 26. lokakuuta 2015 8:55
> To: devel@lists.sailfishos.org
>
rom: devel-boun...@lists.sailfishos.org
[mailto:devel-boun...@lists.sailfishos.org] On Behalf Of Kimmo Lindholm
Sent: 26. lokakuuta 2015 8:55
To: devel@lists.sailfishos.org
Subject: [SailfishDevel] Drawing ShaderEffect to Canvas
Hi,
This relates to my Paint app. Doing tools to modify image, b
Hi,
This relates to my Paint app. Doing tools to modify image, blur, invert,
colorchannel swap etc. from area under your finger, like realtime brush.
Doing the bitmanipulation with javascript in canvas-onPaint works but even
simple things like invert are utterly slow.
Then I decided to give Sh