c# - DrawGeometry slow -
I have a set of coordinates, which are drawn on my override method, draw drawing draws one of the polygons. Trying to do 121000 points which is a lot. This slows down my map control
In addition to this, when it is interval, the numbers are already in memory, I am just passing points for Anagramaartite
Here is an example that starts again Happens
map processing pa = new map interpolation (); If (this.mapCommunication.MapLayers == tap) {return; } Foreach (keyvaluepair & gt; Guid, MapLayerHelper & gt; CoordinatePoint Layer This InMapsCommunicationsMaplayer) {If (! Syncpoint layer value.sevvisable) {continue; } If (coordinates point layer.value! = Layernem. Visitable) {continue; } Foreach (Coordinate Helper Coordinate PointsLayer.Value.Coordinates in coordinates points) {foreach (stream gemetry items in coordinate points .GMarty Points) {drawingContext.DrawGeometry (blank, pendrying, item); }}}
My question is, what direction should I take from here, should I optimize, or should I try DirectX or help it or what approach I want ?
Thank you for helping to render this very data.
How I was finally finding out I know if I'm wrong :) WPF already Made on DirectX, so I will not get much help if I tried to enter through something like Short DX, because I was going for bubble buffering and it has already been implemented.
Instead of reading again on what I have implemented, a canvas is used with a fixed size in the overrunner and the system is added. The window is added. Shape. Pad is adding my geometry in this way.
This has better managed WPF to provide bubble buffering and better points.
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