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Cocoa Clipping != Performance?
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Cocoa Clipping != Performance?


  • Subject: Cocoa Clipping != Performance?
  • From: Lee Morgan <email@hidden>
  • Date: Wed, 23 Jan 2002 17:10:17 -0500

I'll be honest to everyone I'm new to Cocoa and Quartz and everything of the like. But I've been a mac game developer for years now... I've just recently gotten into the whole Cocoa thing (and by the way I quite simply love it - hard to say for a guy too ya know) But to the point now...

I was working on a small game for Mac OS X (only) its using Quartz because I wanted to learn the abilities of it - it all worked out fine the game is pretty much up and running (using tiff's with alpha's for masks and NSImage) but the problem I'm having is that any time a NSImage subview gets clipped by the window (or any other interface element, even another NSImage subview I believe) the speed of Quartz's drawing seems cut in half (even though its drawing less?!) My only guess is that for every other blit its using my graphics card and for the clipped ones its using my processor for the drawing?

Am I going to be able to have Images that can be clipped and accelerated in Quartz?

Thanks,
Lee


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    • Re: Cocoa Clipping != Performance?
      • From: "Erik M. Buck" <email@hidden>
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