Hi everyone, on iOS, I was using the following "immediate CG code" to display hundreds procedural sprites :
CGContextSetShadow(Ctx, CGSizeMake(3, 4), 3.0f); CGMutablePathRef ShapePath = CGPathCreateMutable(); CGPathAddArc(ShapePath, &CGAffineTransformIdentity, radius+3, radius+3, radius, 0, deg2rad(360), YES); CGContextSetStrokeColorWithColor(Ctx, [strokeColor CGColor]); CGContextSetFillColorWithColor(Ctx, [fillColor CGColor]); CGContextSetLineWidth(Ctx, strokeWidth); CGContextAddPath(Ctx, ShapePath); CGContextDrawPath(Ctx, kCGPathFillStroke); CGPathRelease(ShapePath); Ctx is the current context and the sprite is a filled circle with a shadow. Of course, an iPad was *really* slow to draw all of these, even if each one represents 32px * 32px. So I optimized it using CGLayerRef stored in a NSdictionary and, yes, it was a lot faster. But still, it's not really satisfying, and I'm sure something better can be done. Do any of you got any idea ? I'm kind of stuck in the CG documentation. Is there a book specifically dedicated to CG optimisation ? (I know a WWDC 12 presentation talks about CG optimisation but haven't had time to spare yet). My goal is to display and animate a thousand of these drawings without using OpenGL. Do you think it's possible ? Thanks. Fulbert. _______________________________________________ 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: https://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com