I made my own experiments. With about 0.5M items the application was using about 80 megabytes of memory which gives an average of 160 bytes per item (including the memory used by all other components) which I think is not that bad. At that point the application was responsive although very slow. The slowdown is caused by the fact that even if I intend not to draw some item, the matrix still has to be produced and applied for each of them. Making the architecture ignore items that are sure not to be drawn would speed the app significantly.
See attached the code I used.





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You'd have to implement it yourself by reimplementing drawItems() in the scene (I think).
or did i misunderstand ?
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