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Re: QD -> Quartz = poor performance David Duncan Fri Dec 22 06:00:46 2006

On Dec 21, 2006, at 10:37 PM, David M. Cotter wrote:

can i keep that imageRef around forever, and whenever I CGContextDrawImage it gets the bits from the provider??
that way i don't have to keep allocate / blit / deallocate per frame?

okay i answered my own question. the answer is no. i also found out that there is no time spent in the calls to create the CGImage, all the time is spent in the call to draw it. (ie: even if i ONLY call CGContextDrawImage() on each frame, using a pre-created image, i still get 9 fps.

That's definitely strange, and I'm at a loss to explain that right this moment... I do have an app that is drawing a sample image that is rotating about it's center and I'm getting better than 30 fps.
Reality is what, when you stop believing in it, doesn't go away.
Failure is not an option. It is a privilege reserved for those who try.

David Duncan

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