On Sep 10, 2009, at 7:20 PM, Christopher J Kemsley wrote:
CAShapeLayer with Path from PointA to PointB
In this method, I used a CAShapeLayer with the correct color and a
1px width. I made a path between the two points.
For moves, I created another path representing the new position and
u
CGRectZero is the rectangle at point (0, 0) with zero size. For an
empty rectangle that will work correctly with CGRectUnion you need to
use CGRectNull instead.
John
On May 20, 2009, at 11:45 AM, Gordon Apple wrote:
IMHO, if it works the way you describe, it's doing the right thing
Hi,
This sounds like a framework bug. Please file a bug report so we can
make sure it gets fixed (if possible including a test case showing the
issue). thanks,
John
On Mar 13, 2009, at 3:49 AM, Paul Arthur Henrion wrote:
Hi list's readers,
I'm encountering a weird issue by usin
Hi,
I described how to do this using a CAKeyframeAnimation in a previous
thread:
http://www.cocoabuilder.com/archive/message/cocoa/2008/8/3/214715
John
On Oct 31, 2008, at 9:51 AM, Jeshua Lacock wrote:
Hello,
I think I must be missing something obvious. I have looked over all
Hi,
the best way to address this kind of thing is by drawing the shadow
into the layer bitmap. You can do that by subclassing CATextLayer and
adding a drawInContext: method something like:
- (void)drawInContext:(CGContextRef)ctx
{
CGContextSetShadow (ctx, CGSizeMake (0, -4), 2);
On Sep 2, 2008, at 12:41 PM, Gordon Hughes wrote:
Thanks for your reply. I'll submit the radar later today.
I'm still curious about elliptical paths and 360 degree arcs. Do
they always start/end on horizontals, or is there something that I'm
overlooking to have the path start at an arbit
On Sep 2, 2008, at 10:30 AM, Gordon Hughes wrote:
I guess I had gotten lucky with a previous path animation attempt (a
MoveToPoint and EllipseInRect) when I used the paced calculation
mode because it worked. According to the CAKeyframeAnimation Class
Reference, although it's available in OS X
Hi,
If you have a fixed set of images you're repeatedly flipping through
you can have CoreAnimation do the animation for you, something like
this:
CAKeyframeAnimation *anim;
NSMutableArray *images;
CGImageRef im;
int i;
images = [NSMutableArray array];
f
On Jul 22, 2008, at 3:07 PM, Jens Alfke wrote:
When I implement this, I get the wrong results. It looks like the
pieces do get rotated, but then they're projected flat onto the
board layer, so when the board tilts back it's clear that it's still
flat but with distorted pieces drawn on it.
On Jun 11, 2008, at 12:39 PM, Jens Alfke wrote:
Are all layers treated as bitmap textures, even solid ones? For
instance, if I create a 1024x1024 layer as a background and just set
its background color to blue, does that allocate a megapixel's worth
of VRAM? What about if I add a border or
Hi,
if you think you've found a memory leak inside of CoreAnimation,
please file a radar (bugreporter.apple.com) with a project showing the
leak, and we'll look into it. thanks,
John
On Jun 1, 2008, at 10:58 AM, Stéphane Droux wrote:
On Sun, Jun 1, 2008 at 6:31 PM, Brian Christen
On Apr 25, 2008, at 1:20 AM, Colin Cornaby wrote:
I have a CALayer subclass, set to redraw on bounds change, with the
following draw code (I don't expect it to be meaningful, but I'm
pasting it here for the sake of completeness.)
…
It's parent view is set up to change the layers frame to al
On Apr 24, 2008, at 7:38 PM, Colin Cornaby wrote:
It looks like NSUIHeartBeat could be attempting to lock something.
Although I could be wrong, it may not be related.
The render thread got stuck while depth sorting:
Thread 11 (process 13823 thread 0x8803):
#0 0x90a27d9c in CARenderLayerDe
Hi,
yes, that seems like a good solution,
John
On Apr 2, 2008, at 12:23 PM, Stefan Hafeneger wrote:
Hi John,
I now setup the environment in copyCGLContextForPixelFormat. The
folling code seemd to work fine. Do you see anything that would
create a crash or is this okay? The code s
Hi,
On Mar 29, 2008, at 9:01 AM, Stefan Hafeneger wrote:
I would like to use CAOpenGLLayer instead of NSOpenGLView. I didn't
find any example source code but got it working. I implemented
…
The API documentation says that the viewport is already set to
bounds size before drawInCGLContext:...
No, there's no way to do that right now, CATiledLayer doesn't even
know when tiles are evicted from the cache. Probably the best thing to
do is to give your cache a maximum size and remove items after they've
been idle for some time…
John
On Mar 24, 2008, at 8:39 AM, Dmitry Pugach
On Mar 16, 2008, at 9:03 AM, Jens Alfke wrote:
One thing I still haven't figured out how to do in Core Animation is
how to schedule an animation to start after previous animations have
finished. Anyone know how?
If you're using implicit animations, the best way currently is via
NSObject'
It means that CA is detecting an OpenGL error while rendering, there's
not much you can do to debug it unfortunately. The best thing would be
to file a radar with a sample app showing the issue, thanks,
John
On Mar 14, 2008, at 4:32 AM, Pierre Bernard wrote:
Hi!
I have just start
On Feb 22, 2008, at 5:28 PM, Nathan Vander Wilt wrote:
In the course of this, I discovered that a CALayer's
bounds seem to directly correspond to the OpenGL
texture size, and so Core Animation assumes any large
bounds are accidental:
-[ display]: Ignoring bogus layer
size (87.937500, 58199
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