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Re: Quartz/memory benchmarks...
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Re: Quartz/memory benchmarks...


  • Subject: Re: Quartz/memory benchmarks...
  • From: Charles Jolley <email@hidden>
  • Date: Fri, 28 Jun 2002 09:43:04 -0500

Actually, I did find a solution to this, though I am not entirely happy with it, it is a start. I released the source to a class called OKBufferedView that basically lets you draw its contents (including all of its subviews) into an offscreen image and even lets you switch into displaying just the image, bypassing all the drawing.

There are one or two bugs in it right now, namely certain graphics in matrices don't get displayed if they are not currently on screen (I don't know why.) But if you're looking for a way to do this sort of this, you might want to try this class. I can't remember where I put it, check mamasam for OKBufferedView. If it isn't on the web anymore let me know and I will extract it from my project again.

-C

On Thursday, June 27, 2002, at 07:09 PM, Brent Gulanowski wrote:

On Thursday, June 27, 2002, at 01:24 AM, Charles Jolley wrote:

This is what I was thinking would be the optimal road. Drawing into an active view always seems to have pitfalls, especially if you keep redrawing. I would be looking for a way to draw (that is, call Quartz drawing routines) only when the actual data changes; otherwise, copy from offscreen. No wonder people are still sticking to QuickDraw for Carbon games!

A roadblock seems to be that you can't use NSViews inside of an NSImage. You basically have to fake it. But isn't that expected when you're looking for performance? I wish I knew more, but it sounds like the problem is due to an attempt to continue to use the AppKit view hierarchy while wishing for accelerated drawing. I've re-read the messages and I don't think anyone has addressed this.
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 >Re: Quartz/memory benchmarks... (From: Brent Gulanowski <email@hidden>)

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