Re: Core Image performance
Re: Core Image performance
- Subject: Re: Core Image performance
- From: Rosyna <email@hidden>
- Date: Thu, 26 Oct 2006 12:38:43 -0700
You might want to look at CVDisplayLink() which I've found very CPU
non-intensive and quite lovely all around. It only asks you to
render/draw when the display is being refreshed (or 60 FPS for LCDs).
It's great at limiting CPU usage.
Ack, at 10/26/06, Eric Blanpied said:
I've got an app that's doing a full screen transition between images
via a Core Image Filter, and I'm surprised to find that the
performance is pretty bad. All I've heard about CI seemed to say
that it took care of the hooks to the graphics hardware
automatically. I guess I'm wrong.
My basic approach is to put up a full screen borderless window with
a custom view. The custom view uses the CIDissolveTransition, and
has an NSTimer which repeatedly triggers a method that bumps the
time value on the transition along.
It's nice and smooth at maybe half screen, but any bigger and it
just can't keep up.
Could it be that all the Cocoa stuff involved with the NSTimer is
really inefficient? Is it a bad idea to try and stick it in a window
like that? I need it to remain a basic cocoa window because I've got
to stick another window on top of it with various controls.
Any advice would be great. If there's a better place to get help on
this, that would be good to know, too. I hesitate to go to the
Quartz dev list, since my feeling is that conversation would quickly
leave the realm of Cocoa, where I'd like to stay, if possible.
--
Sincerely,
Rosyna Keller
Technical Support/Carbon troll/Always needs a hug
Unsanity: Unsane Tools for Insanely Great People
It's either this, or imagining Phil Schiller in a thong.
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