My frame rate drops from 60 fps to 11 fps when I have an published
image displayed in an NSImageView window.
is this the overhead of converting from an OpenGL texture to an
NSImage?
yes, the image needs to be downloaded from the video card to the CPU
anyway around this? I suppose any other way of displaying a
published image output without conversion will involve actual
OpenGL wrangling correct?
nope - only proper way to render a composition into multiple screens
at once is to render it in an OpenGL pBuffer, then create a texture
from that pBuffer, and draw it whereever you want - here's a starting
point: http://developer.apple.com/samplecode/QuartzComposerTexture/
QuartzComposerTexture.html