Ciao Alessandro,

Thanks, I've seen how easy it is to extend the tool with custom patch programming but I'd like to better understand the real focus and potential of this gorgeous tool.

I know that some of the work is done at the CPU level, let me say most in my sample composition. This is the reason because I'm not sure that I correctly use this tool. Of course this doesn't mean that coding in Quartz2D or OpenGL automagically move all the workload to the GPU but I think that implementing the application flow in code, instead of a composition, can give me lot more control about performance.

For example, as you have seen in the sample, I use the standard Iterator patch to draw the photos but if I need to redraw just one sprite, for example because I select it and I want to change his border color, it seems to me that I need to execute the entire Iteration and redraw all the sprites.

Of course my composition is very basic but what about something more tricky. I wonder for example if QC is the right tool to write games where you know, performance are so important.

Probably the problem is my background and I have the tendency to confuse the compositon pattern with the workflow pattern.

Actually I'm not realy think about games in QC. I'm working let me say on some content protection and video mixer solution and QC could give me an immense help to build some usability scenario and of course could strongly reduce the development cost.

Again, thank you so much for any suggestion,
jacopo mangiavacchi



On Feb 15, 2008, at 11:21 AM, Alessandro Sabatelli wrote:

Some work is done on the GPU and some on the CPU. It very much depends on the work involved. As an example, Core Image patches are compiled on the CPU and the execution is attempted on the GPU. It is possible that the host will not be able to execute on the GPU, in which case the work will be done on the CPU.

Note that you can render whatever you'd like on the CPU. Take a look at the Histogram Operation developer example and the documentation which covers patch writing.
.xX

On Feb 14, 2008, at 4:22 PM, Karan Lyons <[EMAIL PROTECTED]> wrote:

First of all, this is incredibly awesome, especially considering it's one of your first compositions. Quartz Composer is pretty good for handling visual stuff, but it is my understanding that all work is done by the GPU, which severely limits the work you can do directly in Quartz Composer. I've done some simple things with Cocoa and QC, and I think that's your best bet for something that looks great whilst running quickly. If you're looking for some tutorials or other Quartz Compositions that you can look at, there are of course the Developer Examples at /Developer/Examples/Quartz Composer/. Some websites that you can also check out are http://quartzcompositions.com and Sam Kass' blog at http://www.samkass.com/blog/
  Good luck!

Namaste,
Karan

Karan "The Architect" Lyons: Web Design & Development at Geek Ramblings | Student | Omnigeek contact | email: [EMAIL PROTECTED]| cell: 857-544-9527 | skype: taoofkaran | aim: taoofkaran



On Feb 14, 2008, at 3:48 PM, Jacopo Mangiavacchi wrote:

<Surface.qtz>

Hi,
I'm a newbie in QC with background on microsoft tech like silverlight/wpf and xdk. Charmed by the Surface photo browsing demo and as a real mac lover I tried to implement a prototype of it on QC.

I looked at some other implementations of it, from iPhone to several RIA demos (SVG, silverlight etc.), but I figure out that Apple multi touch approach is far more than let the user put their fingers on the screen, especially big screen. I believe that big screen multi touch is very fun and there are lot of stuff you can do in QC using tools like the Wiimote but I think that asking the user to always hold on their arms is not the real solution for me.

For operation like zoom and rotate I've planned to use the new MacBookAir trackpad gesture for pinch, swipe and rotate but in the view of the fact that first I don't have a MacBookAir and second gesture SDK doesn't seems to be available at the moment I simulate the pich effect with the scroll up/down gesture and the rotation with the scroll left/right gesture of a MacBook regular trackpad. An interesting side effect of this roundtrip by the way is that it works even with a mighty mouse, that in some way it also implement a sort of multi touch experience.

Well the composition in attach is just a prototype and doesn’t implement all the features of the original demo but there are some consideration about the development of it that I’d like to share with you.

As I just said I’m not a expert at all here and this was really my first experience with this tool but I found extreme advantages from Quartz Composer. I found it a very high level tool, easier to use then any other traditional development environment and I believe it implements a real visual approach on graphic programming. I really appreciate how it's so easy to reuse graphic components. Actually I focused only on the script that handle user input and move photos, all the graphics effects have been just copied from the samples in the SDK.

It’s amazing how it is so easy and transparent to add complex animation and graphic filtering. I found outstanding how few lines of code I had to write to build such a user interface prototype.

I really believe that QC has lot of potential but as a newbie I've found no book and few stuff on the SDK and on the web helping me to understand the potential and the right usage of this tool.

I’m investigating the easy integration with Cocoa Bindings, DashCode, QuickTime and even Safari but my question is if QC is the right tool to build an application like this one or if it better to directly code in Cocoa and Quartz2D/OpenGL ? Please review the prototype and let me know.


Thanks in advance,
jacopo mangiavacchi

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