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microsoft.public.windows.developer.winfx.avalon |
Lei - Thanks for bringing this question up. All- We hope to have the beginnings of that in the next week or two. Thanks, > 10K: 0.01 seconds > Peak memory consumption during 100% animation of every rectangle, by > 10K: 16MB > Virtual memory usage is smaller, and memory usage is lower with no > Avalon is not even in beta yet. After all the performance testing and > Regards, > check out VG.net: http://www.vgdotnet.com > "Lei Jiang" <c...@263.net> wrote in message >> 308MB when 50000 ellipse and 50000 line segments added. (costs 43s) >> Another problem is of hardware accecelating. I checked my DirectX
Our perf team is working with Lei to get his code and to work through this
issue.
There are several ways to draw in Avalon, we need to give good descriptions
of those different techniques and give guidance as to when to use which one.
Rob Relyea
Avalon Team
http://longhornblogs.com/rrelyea
> similar system. In VG.net (a vector graphics system based on GDI+) there
> is a sample called Scalability. Using version 2.3 (beta), a 1.7 GHz P4,
> creation time for rectangles:
> 100K: 0.10 seconds
> constantly changing their location:
> 100K: 23MB
> animation. Considering that the application consumed 9MB before any
> objects were created, simply displaying the test control panel, I think
> that is fairly efficient.
> tuning it will probably work a bit better. But there are some fundamental
> low level data structures and techniques in Avalon that look unscalable to
> me, so I don't think the integrated retained mode system will be useful
> for CAD, GIS, and certain types of SCADA vector graphics.
> Frank Hileman
> Animated vector graphics system
> Integrated Visual Studio .NET graphics editor
> news:O4%23g%23342EHA.936@TK2MSFTNGP12.phx.gbl...
>>I did a simple test just now : add 10000 ellipses and 10000 line segments
>>to
>> a canvas. This simple program cost about 90MB memory!( and costs 7s)
>> settings
>> (using dxdiag.exe) and found that the DirectDraw and Direct3D is disabled
>> on
>> my computer(Win2003). After I turned the hardware accecelating on and
>> enable
>> the DirectDraw/Direct3D. The same test cost more time! For the first
>> test,
>> it cost 12s, the second cost 70s. Is the software rendering faster than
>> hardware accecelating??