OpenGL has a steep learning curve, but it’s the only truly 3D framework out of all of these mentioned. Quartz is 2D-only, and only wraps OpenGL as a matter of performance and/or convenience; CoreAnimation is a really clever system for compositing 2D layers in 3D; managing the drawing yourself using NSBezierPath will quickly become mind-numbing.

Fortunately, OpenGL is also one of the best-documented frameworks on the system—once you’ve got past the initial bootstrapping and can draw something, anything, in your NSOpenGLView, you’ll find that a Google search can answer practically any question you might have about drawing, projections, picking, optimizations (after you’ve profiled, of course (: ), etc, because the vast majority of OpenGL knowledge earned on SGI/Windows/Linux/anywhere else is applicable to OpenGL on Mac OS X, too.

Sincerely,
Rob

On 31-Dec-08, at 10:19 PM, Adam Foltzer wrote:

Hello everyone,

I've been lurking here for a while as I've been learning the Cocoa ropes, and I'm at the point where I need to put the (excellent) Hillegass theory
into practice. My app is an interactive particle swarm optimization (
http://en.wikipedia.org/wiki/Particle_swarm_optimization for the curious) that generates N-dimensional coordinates representing individuals in a very compelling, organic way. For visualization, of course, I'm mainly concerned
with two- and three-dimensional instances of these swarms.

My trouble is in deciding which graphics framework to pursue for the
visualization. Since all I need are representations of points, the path of least resistance for 2-D visualization seems to be using a simple loop with calls to [NSBezierPath fillrect:]. However, I suspect this pattern would not
extend well to rendering a scene with 3-D instances of the swarms.

Beyond the use of Bezier paths, my knowledge falls short pretty quickly. I often hear people sing the praises of Core Animation, but the emphasis on layering in the documentation makes me doubt its capability to draw such a
3-D scene.

I also see Quartz mentioned as a friendlier wrapper for OpenGL, but again I get the impression that it's more geared toward 2-D rendering than anything else. Is a straight dive into full OpenGL the way to go here? I realize that these frameworks have similarities, and that picking the "wrong" one won't at all be a waste of my time, but I'd be thrilled to hear thoughts on their
comparative virtues before I take the plunge either way.

Cheers, and a Happy New Year to you all,
Adam
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