I do not understand.
If you just want to display some shapes and images, you don't need to draw into a bitmap, you just need to draw in your view. What do you mean by "creating a context". All views already have a context where you can draw whatever you want.

Le 8 oct. 08 à 17:43, Christian Giordano a écrit :

At the moment I'm starting creating a context and drawing basic
shapes, is there another way to draw basic shapes on a bitmap?

Cheers, chr


On Wed, Oct 8, 2008 at 4:32 PM, Christian Giordano
<[EMAIL PROTECTED]> wrote:
I started questioning myself if maybe I need something else, but
clearly I have no idea which other options I have. Maybe using OpenGL
(ES)? The ultimate aim is of course to renderer the result of all the
manipulation, at the moment this happens in a UIView.drawRect.

Cheers, chr


On Wed, Oct 8, 2008 at 4:25 PM, Jean-Daniel Dupas
<[EMAIL PROTECTED]> wrote:
CGImage does not provide an efficient way to update , but maybe CGImage is
not what you want.
Where your image come from, why do you need a CGImageRef and what are you
trying to do with it ?


Le 8 oct. 08 à 17:01, Christian Giordano a écrit :

I'm modifying frequently the pixels of the images, the way I found is
creating a copy of the data
(CGDataProviderCopyData(CGImageGetDataProvider(image));) modify the
pixels and then create a new one. I'm facing performance issues and I
fear that all this allocating and deallocating is not helping. Is
there a way I could have access and modify the pixels of a CGImage
without copying them?

Thanks, chr
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