That's excellent news!
Perhaps I could do it all in a single composition file; but one of my
major challenges is using the co-ordinate system that Quartz Composer
(OpenGL?) uses. I so far haven't really found any good way of
positioning something exactly in the upper-left corner of the screen.
I have a square sprite whose X and Y co-ordinates are set to (-0.84,
-0.6) which seems pretty close to the upper left, but not exactly.
Plus, these co-ordinates are not very intuitive to me. Is there any
way I can do a weird-coordinate-to-pixel conversion?
Thanks,
Patrick
On 5/16/05, Pierre-Olivier Latour <email@hidden> wrote:
>
>
> Provided that I'm not worried about supporting lower-end systems and
> anything before Tiger, would it be a bad approach to load a Quartz
> composition multiple times on the screen and getting each instance to
> do all of the transition work, or would it be considerably better
> (from a memory and processor usage point of view) to do everything
> programmatically using OpenGL calls to load the images onto planes on
> which the transitions will occur?
> Assuming you cannot or do not want to put everything into a single
> composition file, you can definitely create multiple QCRenderers from the
> same composition and mix their drawing with your custom OpenGL code. The
> overhead of a QCRenderer is very low.
>
>
>
>
> ________________________________________________________
>
> Pierre-Olivier Latour email@hidden
>
> Quartz Composer Architect Graphic & Imaging Team
>
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