I'm currently writing an iOS backend for a cross-platform program whose
platform-independent engine writes all of its graphics into 32-bit pixel
buffers, in RGBA order. The alpha byte isn't used. The graphics are always
opaque so I don't need alpha blending.
What is the most efficient option to dr
The fastest method without OpenGL is to work with CGImage directly and assign
the image as the contents of a CALayer.
This will engage CoreAnimation to use the hardware to scale the image, but is
still not quite as fast as OpenGL for the same task.
Roughly you'll want to look at CGImageCreate a
On 25.11.2016 at 16:29 David Duncan wrote:
> The fastest method without OpenGL is to work with CGImage directly
> and assign the image as the contents of a CALayer.
> This will engage CoreAnimation to use the hardware to scale the
> image, but is still not quite as fast as OpenGL for the same tas
On Nov 25, 2016, at 10:38 AM, Andreas Falkenhahn wrote:
> On 25.11.2016 at 16:29 David Duncan wrote:
>
>> The fastest method without OpenGL is to work with CGImage directly
>> and assign the image as the contents of a CALayer.
>
>> This will engage CoreAnimation to use the hardware to scale the
The transform is a reasonable way to go. You can also change the contentMode to
get scaling for free. Fundamentally this all ends up as a texture draw on the
GPU so how you get the geometry for the draw there is nearly irrelevant.
The major performance gain from OpenGL (or Metal) in this case is