I'm trying to use core image on the iphone. I'm able to composite my colors using quartz to draw an uiview, but I want to separate each component into CALayer
(UIview consume more resources).
So I have a white mask I want to use to filter a background bitmap, and I want to try different blending mode. Unfortunately, the layers are only "adding" their colors.
Here is my code:
@implementation WhiteLayerHelper
- (void)drawLayer:(CALayer *)theLayer
inContext:(CGContextRef)myContext
{
// draw a white overlay, with special blending and alpha values, so that the saturation can be animated
CGContextSetBlendMode(myContext,kCGBlendModeSaturation);
CGContextSetRGBFillColor(myContext,1.0,1.0,1.0,0.9);
CGContextFillRect(myContext,[UIScreen mainScreen].bounds);
}
@end
And here is the main view drawrect
code, where I use my CALayer:
- (void)drawRect:(CGRect)rect {
//get the drawing context
CGContextRef myContext = UIGraphicsGetCurrentContext();
// draw the background
[self fillContext:myContext withBounds:m_overlayRect withImage:m_currentImage];
[whiteLayer renderInContext:myContext];
}
Is there something wrong?
I managed to get the affect of compositing multiple CALayers by drawing them directly into a UIView's graphics context.
-(void)drawRect:(CGRect)rect {
CGContextRef c = UIGraphicsGetCurrentContext();
CGContextSetBlendMode(c, kCGBlendModeDifference);
[myLayer drawInContext:c];
}
BTW, I did not add the layers as sublayers of the view's layer (that is I never called [myView.layer addSublayer:myLayer])