Thank you
But there is no way to call "drawRect" manually? Maybe to call it
manually and then tell NSView that it had processed that method?
I just found out why in Apple sample code CIVideoDemoGL drawRect could
be called directly - because the drawing job was delegated to the
OpenGL, and drawn by OpenGL. When it's done using Quartz2D, the direct
call of drawRect  doesn't work.
I needed that just to simplify code - that would allow me to avoid
synchronization (im getting a frame, calling drawRect and waiting till
it finishes - and can safely "reload" this buffer with a new picture).

Also i wanted to ask, if that is a wrong thing to do - to call [myView
display] from the displaylink, instead of waiting for its turn in
Event Loop's queue.

2011/5/10 koko <k...@highrolls.net>:
> [myCustomView display]
>
> will call drawRect outside of normal run loop processing, i.e. it happens 
> right now.
>
>
>
>
> On May 10, 2011, at 10:26 AM, Nick wrote:
>
>> helloo. Can someone explain please, when an NSView's call -drawRect
>> (being called manually - not by a framework) actually initiates
>> redrawing of the frame and displaying everything that it had drawn,
>> and when this call "doesn't initiate a thing"?
>>
>> in some Apple samples is see that often to display a movie (a set of
>> frames) onto the view this method is being called manually from the
>> display link that is a part of NSView.
>>
>> When i am calling [myCustomView drawRect:NSZeroRect] from somewhere
>> else than NSView's subclass' implementation code (a display link is
>> not located inside NSView's subclass implementation) it doesn't work.
>> I am obliged to use [myCustomView setNeedsDisplay:YES] which requires
>> adding synchronization and the code becomes kind of messy.
>>
>> Is there a way to call drawRect and make sure the view actually redraws 
>> itself?
>> Thanks.
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