Hi Thomas,

Am 31.12.2010 um 16:45 schrieb Thomas Engelmeier <te.mli...@googlemail.com>:

> Which means you used OpenGL line drawing primitives. You could try to use 
> pre-rendered images with transparency (=shadow), with linecaps separate and 
> an stretchable image for the line. Google keywords: Texture2d, 2d texture 
> drawing.

You're right, I was looking into OpenGL line drawing primitives, only. The idea 
of stretched images crossed my mind, but I hadn't followed this approach. It 
might become more interesting if I run into further performance issues, 
although device / resolution independence will be a challenge (at least for me).

> If you don't want to use OpenGL directly, Quartz 2D and / or CoreAnimation 
> will drill down to OpenGL based drawing rather sooner than later.

Glad to read that :-)

As I mentioned performance is currently sufficient (although this might change 
sometimes) and using the current gradient approach I'm very satisfied with the 
visual effect. I could improve the speed by 40% if I'll drop the dark outline 
of every object, but it just looks too good...

Thanks for your reply, Matthias_______________________________________________

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