I'm converting some image drawing code from Cairo to Quartz and I'm slowly making progress and learning Quartz along the way but I've run into a problem with the image format.
In the Cairo version it works like this:
unsigned short *d = (unsigned short*)imageSurface->get_data();
int stride = imageSurface->get_stride() >> 1;
int height = imageHeight;
int width = imageWidth;
do {
d = *p++; // p = raw image data
width --;
if( width == 0 ) {
height --;
width = imageWidth;
d += stride;
}
} while( height );
Now this produces the image as expected on the Cairo::ImageSurface
. I've converted this over to how use Quartz and it is making progress but I'm not sure where I'm going wrong:
NSInteger pixelLen = (width * height) * 8;
unsigned char *d = (unsigned char*)malloc(pixelLen);
unsigned char *rawPixels = d;
int height = imageHeight;
int width = imageWidth;
do {
d = *p++; // p = raw image data
width --;
if( width == 0 ) {
height --;
width = imageWidth;
}
} while( height );
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(rawPixels, imageWidth, imageHeight, 8, tileSize * sizeof(int), colorSpace, kCGBitmapByteOrderDefault);
CGImageRef image = CGBitmapContextCreateImage(context);
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
UIImage *resultUIImage = [UIImage imageWithCGImage:image];
CGImageRelease(image);
Now this is obviously heading in the right direction as it produces something that looks a bit like the desired image but it creates 4 copies of the image in a row, each with different pixels filled in so I'm assuming this is an interlaced image (I don't know a great deal about image formats) and that I need to somehow combine them somehow to create a complete image but I don't know how to do that with Quartz.
I think the stride
has something to do with the problem but from what I understand this is the byte distance from one row of pixels to another which would not be relevant in the context of Quartz?