Cocoa Clipping != Performance?
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