I am using drawImageAt inside the paint() function to draw 1920 x 1080 images to the screen. Using openGL, it takes on average 40ms to complete this call (OS X 10.8.5 i5 2.3GHz mac mini) - note that it takes around 50ms if I use the normal rendering. Is there any way to make this faster?
Here is the code I used to time this section:
uint32 start = Time::getMillisecondCounter(); g.drawImage(img, 0, 0,width,height,0,0,img.getWidth(),img.getHeight()); std::cout << "time:" << Time::getMillisecondCounter() - start << std::endl;