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Re: CoreAnimation efficiency
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Re: CoreAnimation efficiency


  • Subject: Re: CoreAnimation efficiency
  • From: Jens Alfke <email@hidden>
  • Date: Thu, 6 Mar 2008 13:16:28 -0800


On 6 Mar '08, at 2:43 AM, Half Activist wrote:

As I'm investigating on which drawing techniques to use for a software I'm planing to create,
imagine a kind of vector drawing program (that's not really that but a somewhat similar).
In its actual version, all drawing relies on NSBezierPath/Quartz primitives and is really fast.
Now, I'd like to use CALayers and CoreAnimation extensively

I've used CA but am not an expert on its implementation. Here's my take. Large numbers of layers aren't a problem. Large numbers of layers *with custom drawing* would be a problem. That's because such a layer will have a pixmap backing it, and CA will try to keep the layers' pixmaps in the graphics coprocessor's memory, which is rather limited.


Bezier paths don't seem like a good candidate for representing via individual CA layers. A large but simple path can be represented as a few dozen bytes of memory in an NSBezierPath object, but would require megabytes of memory for a pixmap. Drawing the pixmap will also require processing a lot more pixels than drawing the path; if the path is unfilled, it might be hundreds of times as many.

(On the other hand, layers consisting of solid colors, borders, round corners and/or text are very cheap, because they're drawn using OpenGL primitives and don't need a pixmap.)

—Jens

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References: 
 >CoreAnimation efficiency (From: Half Activist <email@hidden>)

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