I have read through Apple's drawing optimization guide and have been
searching for a way of speeding these operations up, they are unacceptably
slow. I have several 72dpi PNG image files (about 1024x768 each) which I
need to draw repeatedly into a standard NSView subclass over time. I would
like
--- On Sat, 8/2/08, Matt R [EMAIL PROTECTED] wrote:
I have read through Apple's drawing optimization guide
and have been
searching for a way of speeding these operations up, they
are unacceptably
slow. I have several 72dpi PNG image files (about 1024x768
each) which I
need to draw
I've been doing exactly this recently, and have had excellent success
with using CALayers (Core Animation). An NSTimer with a fast repeat
rate is triggering a method that assigns in one of an array of
CGImageRef's to the layer's contents property has made for a really
decent flipbook style
Hi Matt,
If you want to post a test app that shows your performance issue, that
might help.
However, no, going under NSImage doesn't make things faster unless
there's are other issues.
Certainly before trying OpenGL, try setting the
setPreferredBackingLocation: for your NSWindow to be
Hi,
If you have a fixed set of images you're repeatedly flipping through
you can have CoreAnimation do the animation for you, something like
this:
CAKeyframeAnimation *anim;
NSMutableArray *images;
CGImageRef im;
int i;
images = [NSMutableArray array];