Performance loss and Graphics libs..
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
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
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
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
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!
Mike
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!

Mike
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.
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.
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.

