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Re: Poor blitting performance?
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Re: Poor blitting performance?


  • Subject: Re: Poor blitting performance?
  • From: John Stauffer <email@hidden>
  • Date: Fri, 28 Feb 2003 09:00:51 -0800

A better example is the texture range demo.

http://developer.apple.com/samplecode/Sample_Code/Graphics_3D/ TextureRange.htm

John

On Friday, February 28, 2003, at 05:57 AM, publiclook wrote:

Apple provides several opengl examples that use Cocoa at http://developer.apple.com/samplecode/

The OpenGLFastTexDemo includes many useful bits of information, but it is very ugly code.

On Friday, February 28, 2003, at 08:24 AM, Steve wrote:

Hi,

I'm using an NSBitmapImageRep to hold a data buffer, in to which I am doing custom drawing.
I was only getting 40 fps on a 640*480 view, so I thought it was my drawing code. However, when I remove all code from my
drawRect: method, leaving only

[myImageRep draw];

I'm still only getting 50 fps.

Using a 500MHz G4 and Radeon 8500 on 10.2.4, this seems very slow. I'm getting nearly double that by running the same test but using Carbon GWorlds and CopyBits instead.
What things should I explore to improve this poor performance? How do I get at the OpenGL bliiting routines directly, that I suppose Cocoa must be calling?

Thanks

Steve
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References: 
 >Re: Poor blitting performance? (From: publiclook <email@hidden>)

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