On Dec 23, 2010, at 8:52 AM, Matthias Arndt wrote:

> Hi folks,
> 
> first a kind of disclaimer: Addressing different graphic technologies (Quartz 
> 2D, OpenGL ES, Cocoa classes) I was quite uncertain in list I should write 
> this posting: feel free to forward me to anyone you'll find appropriate ... I 
> posted the same question to the Developer Forums, but they seem to be quite 
> deserted.
> 
> I decided to re-think some basic drawing concepts of my app during this 
> holiday season, and I'd appreciated your input to cover all bases. Therefore 
> I'm not asking for specific code snippets or such, but for some advice, maybe 
> pointing me to the right direction:
> 
> In my app I draw several thousand lines on a canvas. These lines should look 
> like three-dimensional objects, although the context lacks any z-coordinate: 
> all lines are just draw above each other. Currently I fake the effect by 
> drawing three NSBezierPaths for each line: A large black one to create the 
> outline, a smaller one with the actual color, and a white one providing a 
> highlight. Here's a link to a screenshot in the Developer Forum's thread, 
> just to give you the idea:
> 
> <https://devforums.apple.com/thread/81174>
> 
> With over 10,000 lines, each one resulting in three paths (and color 
> changes), you can image the performance. When I posted a similar question a 
> year ago, I optimized the app to redraw visible lines only and checked the 
> performance using Quartz 2D classes (not significantly faster), and although 
> I hadn't received any user complaints about the performance, I'd like to 
> improve it.
> 
> Basically I came up this three alternatives:
> 
> (1.) Use an NSGradient to achieve the 3D effect: as lines are drawn at 
> different angles I'm not sure how to rotate the gradient, maybe perform a 
> rotation transformation of the whole coordinate space?
> (2.) Use images to "stamp" the lines: each image needs to be repeated 
> depending on the line's length, and rotated according to the line's direction 
> (see above)
> (3.) Go for OpenGL ES: I never programmed OpenGL before, and I'm kind of 
> afraid what it'll require to make the rest of the app work (hit testing, 
> printing, drag'n'drop, ...)
> 
> I think the only way to decide for the best way is a test app, performing 
> several thousand drawings in each method, but did I miss any important 
> approach? Do you know one of the mentioned methods not being worth the 
> effort? Any suppestions, ideas, additions?
> 
> Really appreciate your feedback!
> 
> Merry Xmas to all of you, 
> Matthias_______________________________________________
> 
> Cocoa-dev mailing list (Cocoa-dev@lists.apple.com)
Hi Matthias,

You might consider looking at cocos2d or looking at DrawKit.
Both are open source with very good licensing conditions... :)
They may save you a lot of work and leave you more future flexibility.
There may also be some Omni frameworks that might benefit you as 
well._______________________________________________

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 arch...@mail-archive.com

Reply via email to