Re: CALayer scale transform
Re: CALayer scale transform
- Subject: Re: CALayer scale transform
- From: John Harper <email@hidden>
- Date: Wed, 11 Jun 2008 21:55:15 -0700
On Jun 11, 2008, at 12:39 PM, Jens Alfke wrote:
Are all layers treated as bitmap textures, even solid ones? For
instance, if I create a 1024x1024 layer as a background and just set
its background color to blue, does that allocate a megapixel's worth
of VRAM? What about if I add a border or round corners?
Layers only use textures / VRAM for the images or drawn content you
provide. None of the other features (background color, border color)
use any texture memory. (Colors that are patterns allocate a texture
for the single image cell in the pattern, but not for the layer size.)
I've wondered about this with the Grid class in GeekGameBoard, which
is used to represent things like chess or Go boards. Is it better to
use one big layer with a custom drawing proc that draws the squares,
or 64 (or 324) smaller layers?
For small checks a single layer with a pattern-based background color
would be best. For large checks multiple layers may be more efficient.
The best way to investigate this kind of thing is via the OpenGL
Driver Monitor application, you can use it to display the amount of
free VRAM over time,
John
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