On or about 8/29/10 2:54 PM, thus spake "Ken Ferry" :
> In practice at the moment, a CGLayer is basically a CGImage together with a
> CGBitmapContext. I can think of case where something different happens, but
> that case still doesn't use the GPU.
Cool, once again I got the education I was afte
On Sun, Aug 29, 2010 at 2:10 PM, David Duncan wrote:
> On Aug 29, 2010, at 11:21 AM, Matt Neuburg wrote:
>
> > On or about 8/28/10 9:31 PM, thus spake "David Duncan"
> > :
> >
> >> it is usually far more
> >> useful to use a hardware cache, which means CALayer or UIView, not
> CGLayer.
> >
> > Sor
On Aug 29, 2010, at 11:21 AM, Matt Neuburg wrote:
> On or about 8/28/10 9:31 PM, thus spake "David Duncan"
> :
>
>> it is usually far more
>> useful to use a hardware cache, which means CALayer or UIView, not CGLayer.
>
> Sorry to keep coming back to this, but the documentation implies that
> CG
On or about 8/28/10 9:31 PM, thus spake "David Duncan"
:
> it is usually far more
> useful to use a hardware cache, which means CALayer or UIView, not CGLayer.
Sorry to keep coming back to this, but the documentation implies that
CGLayer *is* a hardware cache - that's why I was using it. For exam
I would recommend you file a bug.
--
David Duncan
On Aug 29, 2010, at 9:38 AM, Matt Neuburg wrote:
> On or about 8/28/10 9:31 PM, thus spake "David Duncan"
> :
>
>> In the case of iOS for example, caching contents to CGLayers is rarely useful
>> because it is rarely useful to use a software ca
On or about 8/28/10 9:31 PM, thus spake "David Duncan"
:
> In the case of iOS for example, caching contents to CGLayers is rarely useful
> because it is rarely useful to use a software cache it is usually far more
> useful to use a hardware cache, which means CALayer or UIView, not CGLayer.
I b
Ah, I just read the Layer part and didn’t think of a CGLayer. You are right - a
CGLayer has nothing in common. That’s what I get for reading too quickly.
On Aug 28, 2010, at 9:18 PM, Matt Neuburg wrote:
>
> On Aug 28, 2010, at 1:37 PM, Alex Kac wrote:
>
>> I believe you need to set the scale o
On Aug 28, 2010, at 1:22 PM, Matt Neuburg wrote:
> In my UIView's drawRect: I derive a CGLayer from the current context, draw
> into it, and then draw the layer into the context (the view).
Out of curiosity is there any particular reason you are taking this approach?
--
David Duncan
___
On Aug 28, 2010, at 1:37 PM, Alex Kac wrote:
> I believe you need to set the scale of the layer to the scale of the device.
> Here is how we do it where appContentScaleFactor is a global variable we
> store the scale from at startup:
>
> if ([[UIScreen mainScreen] respondsToSelector: @se
I believe you need to set the scale of the layer to the scale of the device.
Here is how we do it where appContentScaleFactor is a global variable we store
the scale from at startup:
if ([[UIScreen mainScreen] respondsToSelector: @selector(scale)])
appContentScaleFactor =
In my UIView's drawRect: I derive a CGLayer from the current context, draw
into it, and then draw the layer into the context (the view). This still
works on iPhone with a Retina display, but the drawing is blocky. You can
see the problem perfectly with Apple's own example code (DrawFlag) in the
CGL
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