Anyone experienced Performance ± with UILabels vs. Bitmap Font in OpenGL ES 1.1?

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Posts: 48
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Post: #1
Hi

I maybe the world's slowest coder - it's my age you know - but I was wondering before I spend weeks at this...


...Is there any performance loss or benefit (apart from ease of use) to using UILabel's in an OpenGL game, as opposed to either static textures or a Bitmapped font?

Any experience or thoughts very welcome.

Thanks
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Post: #2
Yes, there is most often a significant performance disadvantage to using anything Cocoa over your OpenGL view. Stick to static textures and bitmap fonts for best performance. Standard advice is to check out the Texture2D class.
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Posts: 48
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Post: #3
Ah... you mean the one from 'Crash Lander' by Apple? Just found that two days ago.

Also stumbled over this site, and in Tutorial 2 they guy (Mike) extends it to do some really niffty things...

http://www.71squared.co.uk/2009/03/iphon...age-class/

Just that Crash Lander was using labels... so that made me wonder...

Thanks again 'Jake
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Post: #4
Elphaba Wrote:Ah... you mean the one from 'Crash Lander' by Apple? Just found that two days ago.
Yes, that's the one.

Elphaba Wrote:Also stumbled over this site, and in Tutorial 2 they guy (Mike) extends it to do some really niffty things...

http://www.71squared.co.uk/2009/03/iphon...age-class/
I haven't looked at any of his tutorials in any detail, but I'm sure he's got some useful stuff going on there, so it's probably worth your time to study up on that tutorial.

Elphaba Wrote:Just that Crash Lander was using labels... so that made me wonder...
They call them labels but they're not UILabels, they're Texture2D instances actually. ... unless we're not looking at the same CrashLanding sample Sneaky
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