Performance loss and Graphics libs..

Nibbie
Posts: 3
Joined: 2008.12
Post: #1
Hey all,

I'm working on a project that uses OpenGL for rendering a 2D game.

I've come to find that I need some sort of GUI for the player to access menus. Is there a significant performance loss to use both OpenGL and Quartz or CoreAnimation in tandem?

Thanks for any responses.

Mike
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DoG
Moderator
Posts: 869
Joined: 2003.01
Post: #2
No. Still No. No.
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Nibbie
Posts: 3
Joined: 2008.12
Post: #3
They've mostly said that use OpenGL for everything if you're using OpenGL. Could you link me to the posts that explain why using both would not hurt performance?

Here are the posts I found that said different:

http://www.idevgames.com/forum/showthrea...ngl+quartz

http://www.idevgames.com/forum/showthrea...ngl+quartz

Thanks,
Mike
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Nibbie
Posts: 3
Joined: 2008.12
Post: #4
Also, http://www.idevgames.com/forum/showthrea...ght=Opengl

I also noticed that I accidentally posted this in the general 'Graphics & Audio Programming' sub-group.

Could a moderator please move it to the 'iPhone and iPod Programming' sub-group.

Thanks! Grin
Mike
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Moderator
Posts: 3,579
Joined: 2003.06
Post: #5
Well, since I replied in two of those threads with my own hot air, I can say that it does depend on your situation. Try it and see!

I have gravitated to doing it all in OpenGL myself, but I have definitely used some native widgets on top of OpenGL and it does work. Again, you need to experiment.
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DoG
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Posts: 869
Joined: 2003.01
Post: #6
You should've mentioned that this is about the iPhone, where things are much different, performance wise. Though in reality, Apple has made things pretty efficient, so using Cocoa widgets on top of OpenGL *roughly* equates to blending another texture or two on top of things, which is more of a hit on the iPhone than the Mac.
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