Fastest way my - pixel buffer to iPad Display

Discussion in 'iOS Programming' started by lloyddean, Aug 16, 2010.

  1. lloyddean
    Expand Collapse
    macrumors 6502a

    Joined:
    May 10, 2009
    Location:
    Des Moines, WA
    #1
    In section 5.2.3. "Writing to the Screen Surface" of the O'Reilly title "iPhone Open Application Development" they briefly show how to use the, now non existing, CoreSurface to move ones own render buffer to the iPhones framebuffer.

    The CoreSurface no longer exists in the iPhone SDK, and never existed for any SDK that ran on the iPad. The replacement looks to eventually be IOSurface but the IOSurface framework is currently private and shouldn't be used if product expects to be accepted in the App store so that's out.

    What are my current options in order to get my render buffer to the display as quick as possible?

    Anyone point me at some "working" example code using something in the currently available SDK for iPad.

    Thanks
     
  2. Catfish_Man
    Expand Collapse
    macrumors 68030

    Catfish_Man

    Joined:
    Sep 13, 2001
    Location:
    Portland, OR
    #2
    LayerKit was renamed to Core Animation just before release.
     
  3. lloyddean
    Expand Collapse
    thread starter macrumors 6502a

    Joined:
    May 10, 2009
    Location:
    Des Moines, WA
    #3
    So it's OpenGL ES dual texture mapped triangles then?
     
  4. firewood
    Expand Collapse
    macrumors 604

    Joined:
    Jul 29, 2003
    Location:
    Silicon Valley
    #4
    Last I searched around on this issue, the fast public API non-OpenGL path was to create a CGImage from a (double-buffered) CGBitmapContext, then assigning that image to a CALayer that's already part of the UIView.
     
  5. lloyddean
    Expand Collapse
    thread starter macrumors 6502a

    Joined:
    May 10, 2009
    Location:
    Des Moines, WA
    #5
    Any examples thats you're aware of and will this allow for reasonable animation speed?
     

Share This Page