In this chapter, we looked at the vast theme of graphics performance. It's a very deep topic given the recent advances in graphics hardware and APIs. Additionally, there is an almost infinite number of Qt APIs for drawing and painting as a consequence of its long history.
Nonetheless, we started by learning about modern graphics hardware, the OpenGL pipeline as its abstract programming model, and its possible bottlenecks. Then we moved to an overview of the Qt's graphics APIs and learned which ones should still be used and which should be avoided. Next, we had a closer look at the two most important parts of Qt: the Qt Widget's and Qt Quick modules. We learned about their internal mechanisms and techniques to improve their performance. We also had a quick look at the relatively new and very promising Qt 3D module.
With this amount of information, you are...