; if (*ra4 != 0xffc78948) { return false; }
>
> On 8 Aug 2011, at 08:35, Graham Cox wrote:
>
>> I'm looking at using CAOpenGLLayer to boost drawing performance. I'm a total
>> novice at OpenGL.
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when you come to it is trivially
easy.
Thanks
Tom Davie
if (*ra4 != 0xffc78948) { return false; }
On 8 Aug 2011, at 08:35, Graham Cox wrote:
> I'm looking at using CAOpenGLLayer to boost drawing performance. I'm a total
> novice at OpenGL.
>
> Looking at the 'CALaye
I'm looking at using CAOpenGLLayer to boost drawing performance. I'm a total
novice at OpenGL.
Looking at the 'CALayerEssentials' sample code as a starting point, it has the
following code:
-(void)drawInCGLContext:(CGLContextObj)glContext
pixelFormat:(CGLPixelF
On Jul 13, 2011, at 4:06 PM, Takashi Mochizuki wrote:
> I have noticed -setNeedsDisplay seems to breaks contentsGravity like
> kCAGravityResizeAspect.
> BackBuffer rect seems to control contentsGravity behavior.
>
> - How can I make "kCAGravity compatible" CAOpenGL
I have noticed -setNeedsDisplay seems to breaks contentsGravity like
kCAGravityResizeAspect.
BackBuffer rect seems to control contentsGravity behavior.
- How can I make "kCAGravity compatible" CAOpenGLLayer?
To make contentsGravity property work property , I think CAOpenGLLayer sh
On Jul 8, 2011, at 11:33 PM, Takashi Mochizuki wrote:
> Default CAOpenGLLayer keeps initial buffer size when addSubLayer: is called.
> And it does not update back buffer size even when layer is resized like:
>
> 1. addSubLayer to 200x200
> 2. resize layer to 400x400
> 3
How can I set static content size to CAOpenGLLayer?
//
Default CAOpenGLLayer keeps initial buffer size when addSubLayer: is called.
And it does not update back buffer size even when layer is resized like:
1. addSubLayer to 200x200
2. resize layer to 400x400
3. layer only shows 200x200 area
suggestion. Since i want to scroll the text so i have
to update it regularly so i have taken a CAOPenGLLayer and set is
asynchronous and i am using
Is this the right approach to do it.
In Core Animation if you want to scroll something, then you move its
layer. There is no need to
On May 21, 2009, at 11:25 PM, Anshul jain wrote:
Hi
thanks for suggestion. Since i want to scroll the text so i have to
update it regularly so i have taken a CAOPenGLLayer and set is
asynchronous and i am using
Is this the right approach to do it.
In Core Animation if you want to
HI
thanks for suggestion. Since i want to scroll the text so i have to
update it regularly so i have taken a CAOPenGLLayer and set is
asynchronous and i am using
- (void)drawInCGLContext:(CGLContextObj)glContext pixelFormat:
(CGLPixelFormatObj)pixelFormat forLayerTime:
(CFTimeInterval
HI
thanks for suggestion. Since i want to scroll the text so i have to
update it regularly so i have taken a CAOPenGLLayer and set is
asynchronous and i am using
- (void)drawInCGLContext:(CGLContextObj)glContext pixelFormat:
(CGLPixelFormatObj)pixelFormat forLayerTime:
(CFTimeInterval
On May 21, 2009, at 10:12 AM, David Duncan wrote:
Don't. Use a CATextLayer (which can render text for you) or a
CALayer (to display image content) instead. Unless you want to get
outlines of your text, the CAOpenGLLayer is really not a good way to
do this.
Clarifying a bit - unles
On May 21, 2009, at 3:23 AM, Anshul jain wrote:
I am trying to scroll text in CAOpenGLLayer
Don't. Use a CATextLayer (which can render text for you) or a CALayer
(to display image content) instead. Unless you want to get outlines of
your text, the CAOpenGLLayer is really not a goo
But the scrolling is not smooth and the CPU usage was 60 % - 80%. I
think application is taking time to convert NSString into a CGImage.
Do you know that is the case? If you have any performance issue, you
should use sample and Shark. Then you can try to figure out what is
wrong.
-corb
HI All,
I am trying to scroll text in CAOpenGLLayer. Every thing is working
fine. But the scrolling is not smooth and the CPU usage was 60 % -
80%. I think application is taking time to convert NSString into a
CGImage. Is there a better way of displaying text in CAOpenGLLayer.
This is
bug in QCCompositionLayer with garbage collection that
prevents
the composition from playing. QCCompositionLayer is a subclass of
CAOpenGLLayer. Maybe you hit the same bug?
On 1/31/09 10:09 AM, "cocoa-dev-requ...@lists.apple.com"
wrote:
I am trying to play QCComposition in CAO
Just curious - are you using garbage collection? We recently determined
there is a bug in QCCompositionLayer with garbage collection that prevents
the composition from playing. QCCompositionLayer is a subclass of
CAOpenGLLayer. Maybe you hit the same bug?
On 1/31/09 10:09 AM, "coco
I am trying to play QCComposition in CAOpenGLLayer
According to the documentation of QCRenderer this should work fine.
but at final output nothing is displayed. Can anyone tell me where i
am going wrong...?
but at final output nothing is displayed. Can anyone tell me where i
am going wrong
On Jan 30, 2009, at 1:03 AM, Anshul jain wrote:
i am trying to play QCComposition in CAOpenGLLayer
Why not use the QCCompositionLayer?
--
David Duncan
Apple DTS Animation and Printing
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i am trying to play QCComposition in CAOpenGLLayer
Sorry for the earlier post here is the snippet of the code
According to the documentation of QCrenderer this should work fine.
but at final output nothing is displayed. Can anyone tell me where i
am going wrong.
- (id) init
i am trying to play QCComposition in CAOpenGLLayer here is the
snippet of the code
Thanks
Anshul jain
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On Nov 7, 2008, at 6:13 PM, Nik Youdale wrote:
I am having trouble enabling antialiasing in a CAOpenGLLayer
subclass. Specifically I am trying to use Multisampling. I have set
up the pixel format with multisampling enabled, etc. The same
rendering code works in an NSOpenGLView with
Hi,
I am having trouble enabling antialiasing in a CAOpenGLLayer subclass.
Specifically I am trying to use Multisampling. I have set up the pixel
format with multisampling enabled, etc. The same rendering code works
in an NSOpenGLView with multisampling setup in the pixel format. (It
Okay thank you.
With best wishes, Stefan
Am 02.04.2008 um 22:19 schrieb John Harper:
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
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 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 should work if the view moves from
one screen to another, shouldn't it?
[CODE]
- (CGLPixelFormatObj)copyCGLPix
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 drawInCGLCo
Hi,
I would like to use CAOpenGLLayer instead of NSOpenGLView. I didn't
find any example source code but got it working. I implemented
- (BOOL)canDrawInCGLContext:(CGLContextObj)glContext pixelFormat:
(CGLPixelFormatObj)pixelFormat
- (void)drawInCGLContext:(CGLContextObj)glCo
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