Didaktik wrote:I do not use optimization Blending. I think it takes so much time. The current version can be converted to tables and instead of 4 cycles to pixel, ink, paper, bright can be left alone. I'm still busy with other things. I rewrite the entire program from scratch. But I think again, did not the right choice. Windows GUI is very clumsy for this. I think the ideal is to write your mini GUI, and an interface to do completely on Open GL or Sprites. What would the whole screen was one big sprite. Because if you do such and paste scrollarea to 500 images, the motion of the block processor takes significantly longer. And others do not convenience.
Your screenshot looks great ! Nice interface.
The blend layers could be optimized using SSE2 (especially the pixel blending) but I don't know if it currently takes up much time.
SSE also has an additional operation named AndN which first inverts all destination bits and then does a and.
I can imagine scrolling so much images can be difficult. I don't know if you are storing thumbnails on your harddrive or are generating them in real time.
If you are generating them in real time, it would be best to render directly to 25% size so you don't have to resize anymore.
If you are using Windows components, you could consider one big 'contact sheet' image with all thumbnails.
If a thumbnail is 64x48 pixels and you use an image with a width of 640 pixels and a height of 7200 pixels, you can have 1500 thumbnails (10 cols, 150 rows).
Scrolling a single image might be much easier.
It's a nice project you are working on
