In my iPad app, I am rendering to an offscreen bitmap, and then drawing the bitmap to the screen. (This is because I want to re-use existing bitmap rendering code.) On the iPad 2, this works like a charm, but on the new iPad with Retina display, drawing the bitmap is really slow, even though its resolution is still the same.
To draw the bitmap, we use the regular Quartz 2D functions: CGImageCreate
with a data provider created by CGDataProviderCreateWithData
, 32-bit RGBA format with kCGImageAlphaNoneSkipLast
. In the UIView
that displays the bitmap, in drawRect:
, we use CGContextDrawImage
to draw it to the context returned by UIGraphicsGetCurrentContext
.
Note that I'm not even trying to draw at double resolution: for now I'm fine with the same resolution as I was using on the iPad 2. It looks like CoreGraphics is internally doubling the pixels, and then sending that to the GPU, even though the CGImage
that I'm making should be fine for passing to the GPU directly. Any ideas?