QQuickFramebufferObject eats CPU and battery as a horse
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wrote on 4 Apr 2016, 07:39 last edited by Dmitry87 4 Apr 2016, 07:42
I'm trying to implement a OpenGL item in QML using QQuickFramebufferObject . I noticed that QQuickFramebufferObject eats CPU like a horse even if render function is not implemented. The CPU core usage is always 100% and in addition to that it eats battery very fast. If there are 3-4 such items, the programm begins to lag ( Windows 7 Core i7). The same problem is in the Scene Graph - Rendering FBOs example. How can I take updating under control?
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Hi and welcome to devnet,
You should also add which version of Qt your are using.
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wrote on 5 Apr 2016, 06:25 last edited by Dmitry87 4 May 2016, 06:26
Kubuntu 14 Qt5.5; Windows 7 Qt5.3.1 & Qt5.4 (tested on 2 PC's) ), Android 4.2.1. One core is always 100% (even in idle state), but when I disable FB item, the usage is 0%
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Hi,
Then you should consider upgrading to 5.6 IIRC, there was some work done on the performance side.
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wrote on 7 Apr 2016, 06:36 last edited by
Unfortunately 5.6 has the same bug. In addition to that it spams this message: "libpng warning: iCCP: known incorrect sRGB profile" and sometimes crashes with: "QQmlEngine: Illegal attempt to connect to QQmlDMAbstractItemModelData(0x332dc7b8) that is in a different thread than the QML engine QQmlEngine(0x198f870.", this happens in a single-threaded application.
Well, seems QML is just not for portable devices.
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The libpng warning comes from libpng, nothing Qt can do about it.
The QML engine crash is unrelated to libpng warning.
Can you reproduce this crash with a simple app ?
What do you mean by portable devices ? QML applications run on the RPi, BeagleBoneBlack, i.MX boards or iOS and android based phone.
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