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Re: Speed problems using NSImage. Solution?
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Re: Speed problems using NSImage. Solution?


  • Subject: Re: Speed problems using NSImage. Solution?
  • From: Erik Buck <email@hidden>
  • Date: Sun, 7 Jan 2007 21:46:34 -0500


On Jan 7, 2007, at 8:47 PM, John Stiles wrote:


Erik Buck wrote:
NSImage is ultimately implemented on top of OpenGL too.
This is highly misleading.
NSImage doesn't use the GPU. It renders into a RAM back-buffer, using exclusively CPU-based algorithms. This RAM back-buffer is later DMAed and blit to the screen by the WindowServer using OpenGL.
All of the benefits that one traditionally associates with OpenGL and GPU-based rendering are lost when using NSImage.

Fair enough. Core Image is more directly accelerated by OpenGL and provides many benefits one traditionally associates with OpenGL and GPU-based rendering.


One can of course mix and match for the desired combination of flexibility, output quality, and speed.

One can use an NSImage or more accurately an NSBitmapImageRep as the source data for an OpenGL texture though just like many other image types. NSImage can be used with Quartz Composer also. http:// developer.apple.com/technotes/tn2005/tn2143.html

There is a nice sample of an NSView subclass that can toggle between OpenGL and Cocoa/Quartz rendering at http://developer.apple.com/ samplecode/Reducer/listing12.html.

These examples among others shows how to use an NSImage as an OpenGL texture:
http://developer.apple.com/samplecode/NSGLImage/ http:// developer.apple.com/samplecode/Custom_Cocoa_OpenGL/
http://developer.apple.com/documentation/Cocoa/Conceptual/ CocoaDrawingGuide/Images/chapter_7_section_6.html
http://developer.apple.com/documentation/GraphicsImaging/Conceptual/ OpenGL-MacProgGuide/opengl_texturedata/chapter_10_section_8.html





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References: 
 >Re: Speed problems using NSImage. Solution? (From: Erik Buck <email@hidden>)
 >Re: Speed problems using NSImage. Solution? (From: John Stiles <email@hidden>)

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