What I want to do is take an image subdivide it into sprites, and
then do something with it. The beginnings of that you can see in the
attached demo.
Maybe I am unrealistic, but I was a bit disappointed to find out,
that on my 2.5 GHz with a Radeon 9800 XT, I could not draw more than
2000 Sprites of size 0.1 x 0.1 at 60 Hz.
Is there a way to get more stuff on the screen using QC ? [Looking at
the profiler, OpenGL seems to spend most of the time in gl_Begin and
some flush routine.]
My first idea was to use the "Crop" filter to create little images
for each sprite. This was a slow approach. My second try was to use
the "Image Texturing Matrix". That was pretty quick, 10 times
quicker. It appeared to me, that I might go even faster with a "Core
Image Kernel", but that has left me puzzled. When the kernel is
running with mostly "static" inputs, it is indeed faster than the
"Texturing Matrix", but when I hook up two more inputs it slows down
to the level of the Crop filter. Is there something that I can do, to
make the Core Image Kernel faster ? I suspect it samples its input
for every pixel, but it really only needs to do this once per
iteration. Interestingly it does notice that one of its inputs is
derived solely from iterator variables, and does not slow down on
that input.
Ciao
Nat!
The attached demo lets you cycle through five methods of drawing:
"Kernel" is the the "Core Image Kernel" with dynamic inputs. (ca.
43% Load @ 60 FPS)
"Crop" is the "Crop" filter (has some bugs) (ca. 46% Load @ 60 FPS)
"Matrix" uses the "Image Texturing Matrix" (4% Load @ 60 FPS)
"Default Kernel" is just like "Kernel" except that two Inputs (xOff,
yOff) are static, therefore it doesn't render correctly. (3% Load @
60 FPS)
"None" just uses the complete image as the texture, and therefore
also doesn't render correctly. (3 % Load @ 60 FPS)
------------------------------------------------------
Just because nobody understands you
does not mean you’re an artist. -- DLR
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