I am building an app that uses NSImage to repeatedly draw subrects from a set of large .PNG files. I am also using NSSound to play sound effects. I have been using .WAV files for the NSSound's.
In running Shark on my app recently I noticed that by far, my app spent most of its time in: CGSConvertBGR888toRGBA8888. I'm having trouble understanding what this means. It appears that CoreGraphics is having to convert some of my non-alpha channel images to have an alpha, and perhaps re-order the bytes? But shouldn't these conversions only occur once, when CG realizes it needs this additional channel? My app is re-using the same NSImages each frame, simply compositing various sub-rects from the original large images. This leads me to my question, which is two-part: can I optimize my graphics files or manipulate NSImage into avoiding this (CGSConvertBGR888toRGBA8888) processing? Or this an unavoidable part of the drawing? And also, seeing how much work NSImage is having to do, it got me wondering, are there any image/sound file formats which require 'less work' on the part of NSImage and NSSound? In terms of loading the initial data, unpacking the bytes, etc. I was wondering if switching to .TIFF or .AIFF (or any other formats) could possibly provide a performance boost? Thank you in advance for any help/advice, -Matt _______________________________________________ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to [EMAIL PROTECTED]