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Re: CGImageCreate performance
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Re: CGImageCreate performance


  • Subject: Re: CGImageCreate performance
  • From: David Blanton <email@hidden>
  • Date: Thu, 7 Jan 2010 18:46:35 -0700

Let me clarify.

There will be various graphic images in the bitmap that he user can grab handles on and resize.

There will be simulation of stitching (as in sewing machine) going on.

These are all calculated / created in underlying portable code (we use it in Windows).


On Jan 7, 2010, at 6:42 PM, Rob Keniger wrote:


On 08/01/2010, at 11:36 AM, David Blanton wrote:

The performance issue comes from the fact the user will be dragging this bitmap around so I a regenerating m_bitmap.m_array constantly.


I'm not sure what your app does, but have you considered using a Core Animation layer to host the bitmap? That way you can move the image around willy-nilly with virtually zero cost, and you only have to regenerate the bitmap if it changes.

--
Rob Keniger



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  • Follow-Ups:
    • Re: CGImageCreate performance
      • From: Steve Christensen <email@hidden>
References: 
 >CGImageCreate performance (From: David Blanton <email@hidden>)
 >Re: CGImageCreate performance (From: Rob Keniger <email@hidden>)

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