Re: performance of NSBezierPath
Re: performance of NSBezierPath
- Subject: Re: performance of NSBezierPath
- From: "Erik M. Buck" <email@hidden>
- Date: Sun, 7 Apr 2002 11:45:34 -0500
There has been a lot of discussion of this including posted benchmark apps
in this forum. Search the archives.
I submitted a bug report on this and was notified that there is no bug.
Horrible performance is the expected behavior. It is too bad that Apple has
made Quartz so slow that it is useless for many applications. Everyone
understands that Apple tried to raise the bar on 2D graphics quality. I
think they have ended up showing one reason why nobody else provides
antialiased line drawing with the PDF imaging system. When you get your
20000 lines drawn (after 10 minutes) print/preview the view and save as PDF
from Preview.app Double click on the resulting pdf file. Adobe Acrobat
will draw the 20000 lines in less than 1 second.
The specific performance problem is with crossed lines. If you have a 20000
point path with no crossed lines, it will draw faster. If you draw 20000
separate paths with one line each, it will draw faster (against all
intuition).
It seems to me that Adobe Acrobat is the definition of the PDF imaging model
and yet it is 10-1000 times faster than Quartz's implementation of the PDF
imaging model. Go figure.
----- Original Message -----
From: "ruediger schmidt" <email@hidden>
To: <email@hidden>
Sent: Sunday, April 07, 2002 10:30 AM
Subject: performance of NSBezierPath
>
Hi,
>
just tested the performance of NSBezierPath because I'm thinking about a
>
graphic app where polygons with a lot of points ( up to 20000 )
>
will be common.
>
I did the testing with a NSBezierPaths with random points in the
>
rang 0,200,0,300.
>
For paths with more then 1500 I had to wait more then 1 minute (G4,
>
400 MHz) and
>
even on a new dual G4 it was slow.
>
My question is: Did some one else had same results? Is there a
>
pitfall witch causes
>
this poor performance? Is there a easy way to improve performance
>
significantly beside using OpenGL witch gives good results?
>
If it's not my fault is there a chance that apple will fix this (bug)?
>
>
thanks
>
ruediger
>
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