Been developing this thing for a long, long, long time in Qt c++, folks. It’s very fast and optimized. Can’t get vertex array buffering to work on the GPU, but whatevs. I know how to c++ and deal with pointers and memory management and shit, but Qt 4.8 does have it’s limitations. CPU is quite powerful anyway, giving promising results. 800,000 to 1,000,000 polygons per second isn’t that bad, folks. It’s still a long ways yet until production ready. But all the very basic elements are there.
3D Graphics Performance Optimization Techniques
Although the tips in the following link are only concerning DirectX9, it may still be useful in Qt:
https://msdn.microsoft.com/en-us/library/windows/desktop/bb147263(v=vs.85).aspx
Notably:
- Only redraw to the image buffer when you need to
- Use smaller textures
- Draw objects from front to back
- Constantly test your code’s performance
- Use one large array/buffer of vertices
- Draw only what needs to be drawn, so culling and z-ordering can only help more
The ideal is to get a higher framerate which is perceivably better experience for the user. For 2D graphics, 16 frames per second is satisfactory. But for 3D graphics, 30 frames per second seems to be tolerable, but 60 frames per second is the minimal. But if you’re just learning 3D graphics programming, don’t worry about frames per second, just worry about the geometry and math to make sure it is correct. Then you can optimize it when you’re confident you understand how it all works.
Qt 4.8.5 c++ 3D Demo Update No OpenGL/DirectX Just Pure Qt
I had to abandon Qt 4.8.7 because it just doesn’t work on Windows 8 and later versions. So I reverted back to Qt 4.8.5 and had to rewrite EVERYTHING. But it works now and maybe even better. Shorter code and faster runtime. Might have to do with learning better tricks. But check it out!