Hi Ken,

I'm sorry that I can't give you a great answer to your questions, I
can only tell you what I do myself when I need high animation
performance: I use OpenGL, even for 2D. I have wondered whether some
of the more high level technologies are more suited, but judging from
game programming web boards there seem to be only one way on MacOS X
if you need smooth glitch-free animations: Use OpenGL. Even for 2D. I
know from previous posts that you need a lot of high level
functionality that you can't get from OpenGL, so this is probably not
the answer that you want. I really feel with you on this one, because
it would be a pain to implement so much high level functionality on
top of OpenGL, but if your existing high level framework can't give
you the performance you need, there's nothing to do about it. Maybe
you could have your application run in to modes, one animation mode
and one edit mode. Then you can have one Cocoa edit view, and one
OpenGL animation view, and switch between the two. Just maybe, I don't
know. It won't be what you wanted, and will require a lot of extra
work, I know.

If you need to get high quality text rendering for OpenGL, I have some
code I can send you. Also, take what I wrote about performance with a
grain of salt, because I haven't tried using Core Animation myself,
I'm just judging from what other developers (game developers) have
written on web boards. Also, I seem to recall reading somewhere deep
in the Apple docs that Quartz doesn't use hardware acceleration by
default. You have to set it somewhere in the project, I think. But
this may also be obsolete. I'm just trying tohelp the best I can,
though I'm in no way an expert on the matter.

Also, there are techniques in OpenGL (and Cocoa for that matter) for
drawing objects from the top-down instead of the other way around.
This has given me slight performance advantages when objects on top
may obscure large parts of the image.

Per
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