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Re: Quickest Drawing Method
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Re: Quickest Drawing Method


  • Subject: Re: Quickest Drawing Method
  • From: spiderlama <email@hidden>
  • Date: Sat, 28 Jul 2007 17:52:52 +1000



On 27/07/2007, at 11:38 AM, arri wrote:
my approach at this point is;

- create a tiny bitmap (CGBitmapContext) that containst all elements needed to draw the 'big image'

- from that image, create tiles (corners, borders body etc..) and cache those as CGLayers
the docs teach us that those are actually cached on the graphics- card where approreate/needed/possible..


- in the drawrect:-routine, check what needs to be drawn, and draw only that.

So if I was to apply this methodology to my app, I should:

- create a CGBitmapContext (how do I make it small/contain all the images I want to draw)
- create a CGLayer for each of the images I need to draw
- in drawRect make the path and then draw the images as needed.


I don't know if this method would increase the drawing speed. If a small part of my window needs drawing, then every image has to be applied again (as every image is applied to the full size of the window). Meaning that no steps can be skipped for different drawing rectangles. Right now I:

- create CGImages of the images
- in drawRect make the path and then draw the images.

I think the "lagginess" comes from the fact that I am continually changing the window's size.

Cheers
Matt
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 >Re: Quickest Drawing Method (From: arri <email@hidden>)

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