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	<title>Comments on: Podcast interview with Dan Grigsby of Mobile Orchard on Loopy&#8217;s development</title>
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	<link>http://atastypixel.com/blog/podcast-interview-with-dan-grigsby-of-mobile-orchard-on-loopys-development/</link>
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		<title>By: Michael</title>
		<link>http://atastypixel.com/blog/podcast-interview-with-dan-grigsby-of-mobile-orchard-on-loopys-development/comment-page-1/#comment-991</link>
		<dc:creator>Michael</dc:creator>
		<pubDate>Thu, 26 Mar 2009 04:15:18 +0000</pubDate>
		<guid isPermaLink="false">http://atastypixel.com/blog/2009/03/03/podcast-interview-with-dan-grigsby-of-mobile-orchard-on-loopys-development/#comment-991</guid>
		<description>&lt;p&gt;Thanks, Rob!&lt;/p&gt;

&lt;p&gt;Nope, I didn&apos;t try CGLayers!  By the time I was aware of them I&apos;d already decided that the masking approach made more sense, and was off on a new tangent.&lt;/p&gt;

&lt;p&gt;It does sound like a good thing to try for next time.  That said, I&apos;m pretty happy with the OpenGL implementation.&lt;/p&gt;
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		<content:encoded><![CDATA[<p>Thanks, Rob!</p>

<p>Nope, I didn&apos;t try CGLayers!  By the time I was aware of them I&apos;d already decided that the masking approach made more sense, and was off on a new tangent.</p>

<p>It does sound like a good thing to try for next time.  That said, I&apos;m pretty happy with the OpenGL implementation.</p>]]></content:encoded>
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		<title>By: Rob</title>
		<link>http://atastypixel.com/blog/podcast-interview-with-dan-grigsby-of-mobile-orchard-on-loopys-development/comment-page-1/#comment-990</link>
		<dc:creator>Rob</dc:creator>
		<pubDate>Thu, 26 Mar 2009 04:01:47 +0000</pubDate>
		<guid isPermaLink="false">http://atastypixel.com/blog/2009/03/03/podcast-interview-with-dan-grigsby-of-mobile-orchard-on-loopys-development/#comment-990</guid>
		<description>&lt;p&gt;Hi Michael. Great interview, congrats on the app, it sounds like you put a lot of work into it. I just have one question:&lt;/p&gt;

&lt;p&gt;When you said you gave up on UIView rendering because the images were drawing too slowly, did you look into using a CGLayerRef? It&apos;s basically an on-graphics-chip cache of, well, anything you&apos;d care to render (image, path, composite etc). More detail from apple at: http://developer.apple.com/documentation/graphicsimaging/Conceptual/drawingwithquartz2d/dq_layers/dq_layers.html#//apple_ref/doc/uid/TP30001066-CH219-TPXREF101&lt;/p&gt;

&lt;p&gt;I know that article isn&apos;t iphone-specific, but I followed the example and got a huuuuuge boost to my UIView iphone app&apos;s performance.&lt;/p&gt;

&lt;p&gt;Cheers - Rob (@robfe)&lt;/p&gt;
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		<content:encoded><![CDATA[<p>Hi Michael. Great interview, congrats on the app, it sounds like you put a lot of work into it. I just have one question:</p>

<p>When you said you gave up on UIView rendering because the images were drawing too slowly, did you look into using a CGLayerRef? It&apos;s basically an on-graphics-chip cache of, well, anything you&apos;d care to render (image, path, composite etc). More detail from apple at: <a href="http://developer.apple.com/documentation/graphicsimaging/Conceptual/drawingwithquartz2d/dq_layers/dq_layers.html#//apple_ref/doc/uid/TP30001066-CH219-TPXREF101" rel="nofollow">http://developer.apple.com/documentation/graphicsimaging/Conceptual/drawingwithquartz2d/dq_layers/dq_layers.html#//apple_ref/doc/uid/TP30001066-CH219-TPXREF101</a></p>

<p>I know that article isn&apos;t iphone-specific, but I followed the example and got a huuuuuge boost to my UIView iphone app&apos;s performance.</p>

<p>Cheers &#8211; Rob (@robfe)</p>]]></content:encoded>
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