Re: Best way to draw text in CAOpenGLLayer

2009-05-24 Thread Anshul jain
Ya i also thought that way but the problem is that between two rss feed there should be a separator image. So if i use scroll layer then it can be a problem of drawing the image. On 22-May-09, at 11:16 PM, David Duncan wrote: On May 21, 2009, at 11:25 PM, Anshul jain wrote: Hi thanks for

Re: Best way to draw text in CAOpenGLLayer

2009-05-22 Thread Anshul jain
HI thanks for suggestion. Since i want to scroll the text so i have to update it regularly so i have taken a CAOPenGLLayer and set is asynchronous and i am using - (void)drawInCGLContext:(CGLContextObj)glContext pixelFormat: (CGLPixelFormatObj)pixelFormat forLayerTime:

Re: Best way to draw text in CAOpenGLLayer

2009-05-22 Thread Anshul jain
HI thanks for suggestion. Since i want to scroll the text so i have to update it regularly so i have taken a CAOPenGLLayer and set is asynchronous and i am using - (void)drawInCGLContext:(CGLContextObj)glContext pixelFormat: (CGLPixelFormatObj)pixelFormat forLayerTime:

Re: Best way to draw text in CAOpenGLLayer

2009-05-22 Thread David Duncan
On May 21, 2009, at 11:25 PM, Anshul jain wrote: Hi thanks for suggestion. Since i want to scroll the text so i have to update it regularly so i have taken a CAOPenGLLayer and set is asynchronous and i am using Is this the right approach to do it. In Core Animation if you want to

Re: Best way to draw text in CAOpenGLLayer

2009-05-21 Thread Corbin Dunn
But the scrolling is not smooth and the CPU usage was 60 % - 80%. I think application is taking time to convert NSString into a CGImage. Do you know that is the case? If you have any performance issue, you should use sample and Shark. Then you can try to figure out what is wrong.

Re: Best way to draw text in CAOpenGLLayer

2009-05-21 Thread David Duncan
On May 21, 2009, at 10:12 AM, David Duncan wrote: Don't. Use a CATextLayer (which can render text for you) or a CALayer (to display image content) instead. Unless you want to get outlines of your text, the CAOpenGLLayer is really not a good way to do this. Clarifying a bit - unless you