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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