We have an existing UI that runs on iPad which renders to a picture box, and to achieve fluid scrolling, we update this image and then Blit it back to the Picture Box. This, of course, results in noticeable choppiness (slight flicker).
We want this animation to be smooth and professional! Our approach was selected so that we can have a single image-based UI which has the same look/feel on all platforms. Otherwise, we could use native iPad XCode-based UI components and achieve fluid scrolling for free.
Our project is built on MonoTouch, which has OpenTK/OpenGL support. But I don't know how to employ it to achieve our desired result.
We are currently updating this image at ~80Hz, and are hoping that we might use OpenGL to render these updates to the screen fluidly. Our own experimental usage of OpenGL on iPad indicates this as being a capable solution.
We only need to achieve > 25 FPS to achieve sufficient success.
Currently, we think we want to render our image directly to the screen buffer, via a pixel shader that simply translates our source UI image 1:1 to pixels in the screen buffer (FBO?). That seems to be the approach that would require the least amount of work, and would use the simplest pixel shader.
We'd like to use you as a consultant to tell us if this seems like a viable approach, and if so, then to implement the OpenGL-based rendering solution, which would render a screen-size Image to screen (1:1 pixel translation).
NOTE: We will want this to work multi-platform, for Android as well as WindowsCE, both of which also support OpenGL. We might opt to have you implement an equivalent solution using DirectX for WindowsCE, if it is more appropriate (we're unsure at the moment).
NOTE #2 - Follow-on work: Future product objective is to implement a 3D map view, also using OpenGL (or DirectX for WinCE). A much larger budget will be allocated for this follow on project.
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