Can anyone show me a clear example of how to use
CGImageRef CGImageCreate
(
size_t width,
size_t height,
size_t bitsPerComponent,
size_t bitsPerPixel,
size_t bytesPerRow,
CGColorSpaceRef colorspace,
CGBitmapInfo bitmapInfo,
CGDataProviderRef provider,
const CGFloat decode[],
bool shouldInterpolate,
CGColorRenderingIntent intent
);
I have a CGFloat dataBuffer [width * height * 3];
It contains all of the RGB data of the image. Essentially, it goes from pixel R (0,0), G (0,0), B(0,0), R(0,1)... to R(width, height), G(width,height), B(width,height)
I know the size of the image, width x height. How do I use the information that I have and create and CGImage??
Please help, thanks
I posted another question that encompasses the above question. It was answered correctly by nschmidt, here is the link
The biggest mystery there is the data provider. The answer for that is that you need to create a CGDataProvider object that either contains or can provide the pixel data you have.
Some lesser mysteries are what to pass for colorSpace
and bitmapInfo
. Those are a CGColorSpace object and a CGBitmapInfo bit-mask.
The explanation of the decode
array could be clearer, but what is clear is that you probably don't need one. Pass NULL
.
Aside from those things, everything is either self-evident or well-explained in the documentation for this function.