![]() ^ "Apple - Info - Docs - About the Mac OS X 10.4.3 Update (Delta)".^ a b Mac OS X 10.4 Tiger | Ars Technica.^ "Ars Technica - Mac OS X Update: Quartz & Aqua".^ "Apple - Developer - Quartz Programming Guide for QuickDraw Developers: Drawing Destinations".^ "Apple - Developer - Quartz Programming Guide for QuickDraw Developers: Coordinate Space".^ "Apple - Developer - Graphics & Imaging Overview".^ "Apple - Developer - Quartz 2D Programming Guide".In Mac OS X Leopard, Quartz 2D Extreme was renamed QuartzGL. Quartz 2D Extreme is disabled by default in Mac OS X 10.4 because it may lead to video redraw issues or kernel panics. Tiger also introduced Quartz 2D Extreme: optional graphics processor (GPU) acceleration for Quartz 2D, although it is not an officially supported feature. Mac OS X 10.4 rectified this, substantially increasing the standard rendering performance of Quartz 2D. Prior to Mac OS X Tiger, QuickDraw rendering outperformed that of Quartz 2D. Presently, Quartz technologies can describe all of the rendering and compositing technologies introduced by macOS (including Core Image for example). With the release of Mac OS X 10.2, marketing attention focused on Quartz Extreme, the composition layer, leaving the term "Quartz" to refer to the Core Graphics framework or just its 2D renderer. Presently, the name Quartz 2D more precisely defines the 2D rendering capabilities of Core Graphics (Quartz). Quartz (and its renderer) were first demonstrated at WWDC in May 1999. It first appeared as the 2D graphics rendering library called Core Graphics Rendering along with Core Graphics Services (Compositing), it was wrapped into the initial incarnation of Quartz. Quartz 2D is similar to NeXT's Display PostScript in its use of contexts. This permits the same graphics commands to yield output on any device using the most appropriate resolution. ![]() The same object can be sent to a printing context at a much higher resolution. For example, a window context may rasterize an object to the appropriate screen resolution to create actual graphics on the display. Thus, contexts are the mechanism by which Quartz 2D employs resolution- and device-independence. ![]() Each context rasterizes the drawing at the desired resolution without altering the data that defines the drawing. Each graphics context defines how the drawing should be presented: in a window, sent to a printer, an OpenGL layer, or off-screen. Quartz 2D uses graphics contexts, environments in which drawing takes place. However, drawing output is not sent directly to the output device. Drawing takes place using a Cartesian coordinate system, where text, vectors, or bitmap images are placed on a grid. The drawing model utilized by Quartz 2D is based on PDF specification 1.4. The most notable difference is that Quartz 2D eliminates output device and resolution specificity. Quartz 2D expands the drawing functions associated with QuickDraw.
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