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Re: CGImageCreate performance
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Re: CGImageCreate performance


  • Subject: Re: CGImageCreate performance
  • From: Steve Christensen <email@hidden>
  • Date: Thu, 07 Jan 2010 21:53:12 -0800

If I'm understanding you correctly, it sounds like you're effectively displaying a window into a larger image. If that's the case, how about tiling the big image and creating sections wrapped in CGImages that intersect the display area? You could then manage a cache where tiles get purged out when their underlying image is dirty and/or the cache is full. You may end up redrawing just as often but doing so on a considerably smaller image.


On Jan 7, 2010, at 5:46 PM, David Blanton wrote:

Let me clarify.

There will be various graphic images in the bitmap that he user can grab handles on and resize.

There will be simulation of stitching (as in sewing machine) going on.

These are all calculated / created in underlying portable code (we use it in Windows).


On Jan 7, 2010, at 6:42 PM, Rob Keniger wrote:

On 08/01/2010, at 11:36 AM, David Blanton wrote:

The performance issue comes from the fact the user will be dragging this bitmap around so I a regenerating m_bitmap.m_array constantly.

I'm not sure what your app does, but have you considered using a Core Animation layer to host the bitmap? That way you can move the image around willy-nilly with virtually zero cost, and you only have to regenerate the bitmap if it changes.

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References: 
 >CGImageCreate performance (From: David Blanton <email@hidden>)
 >Re: CGImageCreate performance (From: Rob Keniger <email@hidden>)
 >Re: CGImageCreate performance (From: David Blanton <email@hidden>)

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