I'm probably teaching my grandmother to suck eggs by suggesting this. Have you 
looked at using CGLayers?

Kevin

On 10 Dec 2013, at 10:08, Graham Cox <graham....@bigpond.com> wrote:

> 
> On 10 Dec 2013, at 10:52 am, Mike Abdullah <mabdul...@karelia.com> wrote:
> 
>> Another option to consider is using CAShapeLayer to render individual 
>> objects where reasonable. This should allow Core Animation to efficiently 
>> render such vectors without a dedicated backing store.
> 
> 
> CAShapeLayers really don’t scale much at all before OpenGL falls over. 
> Consider a simple shape with a bounds of about 100 x 100 points. At my 
> maximum zoom level that becomes 2,500,000 points in terms of the screen. Of 
> course, the vast majority is clipped and does not represent any actual 
> pixels, but seemingly the CA system doesn’t know that and such a size can’t 
> be set. In practical terms the most zoom I could reliably get from 
> CAShapeLayer was about 4x.
> 
> The other problem is that CA.. anything must live in a view. My vector data 
> model doesn’t really care about views. The same model can be rendered into 
> multiple views if you want. At the very top level, a view’s drawRect: method 
> calls into the model to tell it to draw a region into a context - much like 
> CALayers - but the model is otherwise self-contained. While Apple claim CA 
> *is* a model, it’s one firmly welded to a single view somewhere. 
> Architecturally, CA doesn’t fit. Where it might be useful is to manage 
> backing store issues at the top, view level. So possibly CATileLayer may 
> help, but I can’t see CAShapeLayer practically fitting in anywhere. My 
> reading of the CA system may be wrong, but again I’m constrained by what 
> documentation there is, which is only barely adequate.
> 
> —Graham
> 
> 
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