On 28.03.2012, at 09:36, Kenneth Baxter wrote:
> For testing purposes, I have a view that is 5,000 x 5,000 and have 100 of my
> objects which are placed randomly and size 200 x 400.
FWIW, I wrote a little game for a presentation at a conference once:
On the page http://macoun.de/material2010 th
Den 13:21 30. mars 2012 skrev Per Bull Holmen følgende:
> If you need to use higher level APIs, you need to
> use glDrawPixels (which is slw) to transfer the data from an
> offscreen NSGraphicsContext/CGContext into the frame buffer object,
> THEN draw onto the screen using glBlitFramebuffer.
Den 11:52 30. mars 2012 skrev jonat...@mugginsoft.com
følgende:
>
> On 29 Mar 2012, at 18:04, Kyle Sluder wrote:
>
>> On Mar 29, 2012, at 5:12 AM, lbland wrote:
>>
>>> ... look at the call stack. On the Mac fill most likely calls opengl in the
>>> end as "Quartz GL" has gotten pretty good.
>>
>>
On 29 Mar 2012, at 18:04, Kyle Sluder wrote:
> On Mar 29, 2012, at 5:12 AM, lbland wrote:
>
>> ... look at the call stack. On the Mac fill most likely calls opengl in the
>> end as "Quartz GL" has gotten pretty good.
>
> Quartz GL is not enabled by default.
>
> Also, see this:
> http://coco
Den 19:04 29. mars 2012 skrev Kyle Sluder følgende:
> On Mar 29, 2012, at 5:12 AM, lbland wrote:
>
>> ... look at the call stack. On the Mac fill most likely calls opengl in the
>> end as "Quartz GL" has gotten pretty good.
>
> Quartz GL is not enabled by default.
>
> Also, see this:
> http://c
On Mar 29, 2012, at 5:12 AM, lbland wrote:
> ... look at the call stack. On the Mac fill most likely calls opengl in the
> end as "Quartz GL" has gotten pretty good.
Quartz GL is not enabled by default.
Also, see this:
http://cocoawithlove.com/2011/03/mac-quartzgl-2d-drawing-on-graphics.html
hi-
On Mar 29, 2012, at 7:49 AM, jonat...@mugginsoft.com wrote:
> Like graham I am surprised that the NSImage cache approach is slower than
> fill/stroke.
... look at the call stack. On the Mac fill most likely calls opengl in the end
as "Quartz GL" has gotten pretty good.
... not true on the
On 28 Mar 2012, at 09:19, Graham Cox wrote:
>
> On 28/03/2012, at 6:36 PM, Kenneth Baxter wrote:
>>
>> Draw each object individually (admittedly it's just a simple oval in rect
>> which is filled and stroked): 12fps
>> Generate an NSImage of the object once and cache it, then just
>> drawInRe
Den 02:50 29. mars 2012 skrev Kenneth Baxter følgende:
> Thanks Graham,
>
> Yes, fully aware that CGLayer and CALayer are completely different.
>
> Interesting to hear about the z position needing to be a large number - will
> keep that in mind.
>
> Cool visualizer.
>
> I'm going to have another g
Thanks Graham,
Yes, fully aware that CGLayer and CALayer are completely different.
Interesting to hear about the z position needing to be a large number - will
keep that in mind.
Cool visualizer.
I'm going to have another go at a test project and see if I can work around the
issues and do it
On 28/03/2012, at 11:45 PM, Kenneth Baxter wrote:
> The contents of about half the layers seldom change, so from that
> perspective, caching contents as either NSImages, CIImages, CGLayers or using
> CALayers would seem to be a good idea. The other half of the layers are
> simple, and just con
Hi Ken,
I'm sorry that I can't give you a great answer to your questions, I
can only tell you what I do myself when I need high animation
performance: I use OpenGL, even for 2D. I have wondered whether some
of the more high level technologies are more suited, but judging from
game programming web
Thanks for taking the time to put together these replies Graham and Uli.
Yes, I know it's a heavy load in my test case, but it is something that could
happen from time to time in the real application.
The contents of about half the layers seldom change, so from that perspective,
caching conte
On 28/03/2012, at 6:36 PM, Kenneth Baxter wrote:
> I am trying out some different ideas for animating portions of a view, but am
> having problems with performance.
On current hardware, the main bottlenecks in the drawing pipeline are two spots:
1) The CPU, i.e. drawing stuff using Quartz calls
On 28/03/2012, at 6:36 PM, Kenneth Baxter wrote:
> I am trying out some different ideas for animating portions of a view, but am
> having problems with performance.
>
> Essentially I have an animation running using a CABasicAnimation, and when it
> calls back to my view, it invalidates the re
I am trying out some different ideas for animating portions of a view, but am
having problems with performance.
Essentially I have an animation running using a CABasicAnimation, and when it
calls back to my view, it invalidates the rect where the object was drawn, and
the new place where it i
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