Re: Quartz/memory benchmarks...
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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