Re: Core Animation vs. Basic Cocoa Graphics
Re: Core Animation vs. Basic Cocoa Graphics
- Subject: Re: Core Animation vs. Basic Cocoa Graphics
- From: Volker in Lists <email@hidden>
- Date: Thu, 11 Mar 2010 11:23:24 +0100
Hi,
are you drawing ALL of your paths whenever the user scrolls or only the ones that are within the visible rect? If the first, you may try to change that to the second and gain lots of performance. I draw a sound wave view and when drawing all of it while zoomed into it, it is sllllooowww. But when I only draw what actually needs to be drawn, it is lightning fast.
With CoreAnimation: As soon as you have the image, you get fast drawing. Zooming, Size changes etc. may need a redraw of the image. Also, if the image is rather large, you'll need CATiledLayers otherwise your gpu memory may not be big enough to hold the image for the CALayer.
Volker
Am 10.03.2010 um 18:13 schrieb Mazen M. Abdel-Rahman:
> Hi All,
>
> I was able to write a simple calendar view that uses basic cocoa graphics to draw directly on the view (NSBezierPath, etc.). I actually use several different paths for drawing the calendar (it's a weekly calendar) to allow different horizontal line widths (hour, half hour, etc.). The calendar view is inside a scroll view - and is actually about 3 times longer than the view window. The main problem is that the scrolling is not smooth - and my assumption is that it's because the NSBezier stroke functions have to be constantly called to render the calendar.
>
> For something as relatively simple as this would moving to core animation - i.e. trying to render the calendar on a layer instead (I am still trying to learn core animation) add performance benefits? And would it allow for smoother scrolling?
>
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