BLUR.
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@Christoph-Hart said in BLUR.:
@ustk the fillPath thing on the profiler isn't the time it takes to encode and decode the path to base64 then do all the overhead in C++ in the CSS engine (that's probably all tucked away under the
paintRoutinegraph, that's just the function passing on the path data to the GPU which is just a memcpy operation and should be very fast.You're right it resides in the paint routine call so it doesn't represent the total build+paint time. Still it improved the construction time anyway compared to what I had before and we see the shadow is still the greedy boy.
but drawDropShadowFromPath isn't using melatonin yet, no?
yes it does:
void ScriptingObjects::GraphicsObject::drawDropShadowFromPath(var path, var area, var colour, int radius, var offset) { auto r = getRectangleFromVar(area); auto o = getPointFromVar(offset).toInt(); auto c = ScriptingApi::Content::Helpers::getCleanedObjectColour(colour); if (auto p = dynamic_cast<ScriptingObjects::PathObject*>(path.getObject())) { Path sp = p->getPath(); drawActionHandler.addDrawAction(new ScriptedDrawActions::drawDropShadowFromPath<melatonin::DropShadow>(sp, r, c, radius, o)); } }drawDropShadow(rectangle version) doesn't use melatonin but JUCE's own juce::DropShadow -
@ustk Sweet , thanks !