On 10/08/2012, at 6:09 PM, Fulbert Boussaton <4...@flubb.net> wrote:
> CGContextSetShadow(Ctx, CGSizeMake(3, 4), 3.0f);
As well as the advice you've received, do you have to have shadows?
They drag performance into the gutter. Try losing this line and watch your code
speed up dramatically.
-
A much faster and simpler approach to do exactly what you have here is
CAShapeLayer. That will draw the path via OpenGL on your behalf without you
having to study OpenGL.
That said, copying and pasting from stack overflow or cocoa-dev list is never a
good solution in the long run. You might not
You have no time to watch WWDC 2012 presentations and like to avoid OpenGL ES
as an alternative, how on earth are you going to write a fast app with
thousands of drawings on a device with (in worst case) 256 MB of internal
memory? I am not sure OpenGL ES will help, and one session from WWDC will
On 10 Aug 2012, at 09:09, Fulbert Boussaton <4...@flubb.net> wrote:
> Hi everyone,
>
> on iOS, I was using the following "immediate CG code" to display hundreds
> procedural sprites :
>
> CGContextSetShadow(Ctx, CGSizeMake(3, 4), 3.0f);
> CGMutablePathRef ShapePath = CGPathCreateMutable()
On 10 Aug 2012, at 09:09, Fulbert Boussaton <4...@flubb.net> wrote:
> Hi everyone,
>
> on iOS, I was using the following "immediate CG code" to display hundreds
> procedural sprites :
I'd suggest simply dropping CG, and drawing them using OpenGL ES instead.
Thanks
Tom Davie
_
Hi everyone,
on iOS, I was using the following "immediate CG code" to display hundreds
procedural sprites :
CGContextSetShadow(Ctx, CGSizeMake(3, 4), 3.0f);
CGMutablePathRefShapePath = CGPathCreateMutable();
CGPathAddArc(ShapePath, &CGAffineTransformIdentity, radius+3, radius+3, radius,