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From: Stephan A. <sup...@gm...> - 2013-01-30 07:17:42
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Hi, Am 30.01.2013 um 00:51 schrieb Jim Barry <ji...@ch...>: > On 29 January 2013 21:44, Stefano Zaglio <ste...@ya...> wrote: > > I'm compiling AGG under windows mobile as I done in 2005. > > I don't know if my memory is bad or if something is changed in the > > source since then but the performance on a WM6 (ipaq with a 600Mhz) are > > very poor. > > It's probably my fault. I think the most likely explanation is that the examples have all been changed so that they render into a linear RGB buffer, which is converted to an intermediate sRGB buffer before being sent to the screen. The conversion to sRGB could potentially be quite time-consuming on a low-performance device. > > You can get the old (incorrect, but faster) behaviour by changing the "#define AGG_BGR24" at line 17 of trans_curve1.cpp to "#define AGG_SBGR24". Let me know how much of a difference it makes. Did you mention in one of your mails that the blenders had to be changed from using integer math to floating point math? Or is all the code exactly as before your changes when changing that define to AGG_SBGR24? Best regards, -Stephan |