Thanks everyone! Ariel, thanks for the CoreImageGLTextureFBO sample. No, Paul, NSImage performance is not enough for my purpose.
Mike, I am aware that OpenGL is perhaps the fastest drawing API in the system. However, because it's so low-level, there must have been built many wrappers around it in modern operating systems such as Snow Leopard. That's what I mean by "easiest". Of course, I could build a bunch of prototypes to benchmark-test each drawing method I find, but I'm looking to avoid that :). So, before I go down to OpenGL I'd like to know what wrappers exist and try them first. I'd appreciate if anyone pointed me to them. Currently I've found only Core Animation, but the information about its underlying technology is rather scarce. It's said that it uses the graphics hardware, but is it really built on OpenGL? If it is, then why such a thing as CAOpenGLLayer is there? (Does it mean other layers are not based on OpenGL, or it's just a door to access the raw OpenGL?). If it is not, than is it faster than OpenGL or slower? Thanks. > "Fastest and easiest" is almost always self-contradictory. Pick one, > and only one. > For fastest, OpenGL is probably the way to go. OpenGL is the fastest > drawing API on the system. You can create a CIContext around an OpenGL > context, and draw your CIImage into that. > For easiest, OpenGL is definitely not the way to go. Avoid! Plain old > Cocoa drawing is what you're after here. You can ask for the current > NSGraphicsContext inside your drawRect:, then ask it for its CIContext > and draw your CIImage. Simple and painless. > Mike _______________________________________________ Cocoa-dev mailing list (Cocoa-dev@lists.apple.com) Please do not post admin requests or moderator comments to the list. Contact the moderators at cocoa-dev-admins(at)lists.apple.com Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/cocoa-dev/archive%40mail-archive.com This email sent to arch...@mail-archive.com