Hi, I'm trying to implement a quick fill algorithm for a simple drawing app using cocos2d. I've finished the implementation of Queue-linear flood fill
http://www.codeproject.com/KB/GDI-plus/queuelinearfloodfill.aspx
and it works ok in the simulator but when y test it on my ipod 2G is too slow.
Actually I do the processing using a raw data array of bytes created with CoreGraphics context and after I convert it into a UIImage and set to a CCSprite.
My question is the following: Is there a way to solve using OpenGL in Cocos2D and not with CoreGraphics?