The Scatter example exposes a limitation of CoreAnimation: It can't handle layers that are too big to represent as (I think) a texture in your GPU. The limit on my GPU is 2048x2048. Since Scatter sets the layer's width to 702*3 (2106), I just get a big white flash. It's not too hard to work around in this case or many others, but it is something worth keeping in mind.
(I don't intend this as a knock against Lucas — it's some great sample code, and I'm sure lots of people will get good use out of it. I don't think anybody would expect him to test sample code on every hardware config Apple's shipped in the last five years, and a workaround would be less clear anyway.)
by Chuck — Dec 16
(I don't intend this as a knock against Lucas — it's some great sample code, and I'm sure lots of people will get good use out of it. I don't think anybody would expect him to test sample code on every hardware config Apple's shipped in the last five years, and a workaround would be less clear anyway.)