iOS how to calculate number of pixels/area enclosed by a curve? - iphone

I got an arbitrary shaped curve, enclosing some area. I would like to approximate the number of pixels that the curve is enclosing on an iPhone/iPad screen. How can I do so?
A curve is defined as a successive x/y coordinates of points.
A curve is closed.
A curve is drawn by a user's touches (touchesMoved method), and I
have no knowledge of what it looks like
I was thinking of somehow filling the closed curve with color, then calculating the number of pixels of this color in a screenshot of a screen. This means I need to know how to programmatically fill a closed curve with color.
Is there some other way that I'm not thinking of?
Thank you!

Let's do this by creating a Quartz path enclosing your curve. Then we'll create a bitmap context and fill the path in that context. Then we can examine the bitmap and count the pixels that were filled. We'll wrap this all in a convenient function:
static double areaOfCurveWithPoints(const CGPoint *points, size_t count) {
First we need to create the path:
CGPathRef path = createClosedPathWithPoints(points, count);
Then we need to get the bounding box of the path. CGPoint coordinates don't have to be integers, but a bitmap has to have integer dimensions, so we'll get an integral bounding box at least as big as the path's bounding box:
CGRect frame = integralFrameForPath(path);
We also need to decide how wide (in bytes) to make the bitmap:
size_t bytesPerRow = bytesPerRowForWidth(frame.size.width);
Now we can create the bitmap:
CGContextRef gc = createBitmapContextWithFrame(frame, bytesPerRow);
The bitmap is filled with black when it's created. We'll fill the path with white:
CGContextSetFillColorWithColor(gc, [UIColor whiteColor].CGColor);
CGContextAddPath(gc, path);
CGContextFillPath(gc);
Now we're done with the path so we can release it:
CGPathRelease(path);
Next we'll compute the area that was filled:
double area = areaFilledInBitmapContext(gc);
Now we're done with the bitmap context, so we can release it:
CGContextRelease(gc);
Finally, we can return the area we computed:
return area;
}
Well, that was easy! But we have to write all those helper functions. Let's start at the top. Creating the path is trivial:
static CGPathRef createClosedPathWithPoints(const CGPoint *points, size_t count) {
CGMutablePathRef path = CGPathCreateMutable();
CGPathAddLines(path, NULL, points, count);
CGPathCloseSubpath(path);
return path;
}
Getting the integral bounding box of the path is also trivial:
static CGRect integralFrameForPath(CGPathRef path) {
CGRect frame = CGPathGetBoundingBox(path);
return CGRectIntegral(frame);
}
To choose the bytes per row of the bitmap, we could just use width of the path's bounding box. But I think Quartz likes to have bitmaps that are multiples of a nice power of two. I haven't done any testing on this, so you might want to experiment. For now, we'll round up the width to the next smallest multiple of 64:
static size_t bytesPerRowForWidth(CGFloat width) {
static const size_t kFactor = 64;
// Round up to a multiple of kFactor, which must be a power of 2.
return ((size_t)width + (kFactor - 1)) & ~(kFactor - 1);
}
We create the bitmap context with the computed sizes. We also need to translate the origin of the coordinate system. Why? Because the origin of the path's bounding box might not be at (0, 0).
static CGContextRef createBitmapContextWithFrame(CGRect frame, size_t bytesPerRow) {
CGColorSpaceRef grayscale = CGColorSpaceCreateDeviceGray();
CGContextRef gc = CGBitmapContextCreate(NULL, frame.size.width, frame.size.height, 8, bytesPerRow, grayscale, kCGImageAlphaNone);
CGColorSpaceRelease(grayscale);
CGContextTranslateCTM(gc, -frame.origin.x, -frame.origin.x);
return gc;
}
Finally, we need to write the helper that actually counts the filled pixels. We have to decide how we want to count pixels. Each pixel is represented by one unsigned 8-bit integer. A black pixel is 0. A white pixel is 255. The numbers in between are shades of gray. Quartz anti-aliases the edge of the path when it fills it using gray pixels. So we have to decide how to count those gray pixels.
One way is to define a threshold, like 128. Any pixel at or above the threshold counts as filled; the rest count as unfilled.
Another way is to count the gray pixels as partially filled, and add up that partial filling. So two exactly half-filled pixels get combined and count as a single, entirely-filled pixel. Let's do it that way:
static double areaFilledInBitmapContext(gc) {
size_t width = CGBitmapContextGetWidth(gc);
size_t height = CGBitmapContextGetHeight(gc);
size_t stride = CGBitmapContextGetBytesPerRow(gc);
uint8_t *pixels = CGBitmapContextGetData(gc);
uint64_t coverage = 0;
for (size_t y = 0; y < height; ++y) {
for (size_t x = 0; x < width; ++x) {
coverage += pixels[y * stride + x];
}
}
return (double)coverage / UINT8_MAX;
}
You can find all of the code bundled up in this gist.

I would grab the drawing as a CGIMage ...
(CGBitmapContextCreateImage(UIGraphicsGetCurrentContext());
Then, as recommended above use a "Flood Fill" approach to count the pixels.
(Google Flood Fill)

Related

How to obtain and modify a pixel value here?

Listing 2 of Apple's Q & A shows an example of how to modify pixels in a CGImageRef. The problem is: They're not showing how to obtain a pixel and modify it's R G B and A values.
The interesting part is here:
void *data = CGBitmapContextGetData (cgctx);
if (data != NULL)
{
// **** You have a pointer to the image data ****
// **** Do stuff with the data here ****
}
Now, lets say I want to read Red, Green, Blue and Alpha from pixel at x = 100, y = 50. How do I get access to that pixel and it's R, G, B and A components?
First, you need to know the bytesPerRow of your bitmap, as well as the data type and color format of the pixels in your bitmap. bytesPerRow can be different from the width_in_pixels*bytesPerPixel, as there might be padding at the end of each line. The pixels can be 16-bits or 32-bits, or possibly some other size. The format of the pixels can be ARGB or BRGA, or some other format.
For 32-bit ARGB data:
unsigned char *p = (unsigned char *)bytes;
long int i = bytesPerRow * y + 4 * x; // for 32-bit pixels
alpha = p[i ]; // for ARGB
red = p[i+1];
green = p[i+2];
blue = p[i+3];
Note that depending on your view transform, the Y axis might also appear to look upside down, depending on what you expect.

iPhone SDK - Optimize a for loop

I'm developing an image processing application and I'm looking for an advise to tune my code.
My need is to split the image into blocs (80x80), and for each blocs, calculate the average color.
My first method contains the main loops where the second method is called :
- (NSArray*)getRGBAsFromImage:(UIImage *)image {
int width = image.size.width;
int height = image.size.height;
int blocPerRow = 80;
int blocPerCol = 80;
int pixelPerRowBloc = width / blocPerRow;
int pixelPerColBloc = height / blocPerCol;
int xx,yy;
// Row loop
for (int i=0; i<blocPerRow; i++) {
xx = (i * pixelPerRowBloc) + 1;
// Colon loop
for (int j=0; j<blocPerCol; j++) {
yy = (j * pixelPerColBloc) +1;
[self getRGBAsFromImageBloc:image
atX:xx
andY:yy
withPixelPerRow:pixelPerRowBloc
AndPixelPerCol:pixelPerColBloc];
}
}
// return my NSArray not done yet !
}
My second method browses the pixel bloc and returns a ColorStruct :
- (ColorStruct*)getRGBAsFromImageBloc:(UIImage*)image
atX:(int)xx
andY:(int)yy
withPixelPerRow:(int)pixelPerRow
AndPixelPerCol:(int)pixelPerCol {
// First get the image into your data buffer
CGImageRef imageRef = [image CGImage];
NSUInteger width = CGImageGetWidth(imageRef);
NSUInteger height = CGImageGetHeight(imageRef);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
unsigned char *rawData = malloc(height * width * 4);
NSUInteger bytesPerPixel = 4;
NSUInteger bytesPerRow = bytesPerPixel * width;
NSUInteger bitsPerComponent = 8;
CGContextRef context = CGBitmapContextCreate(rawData, width, height,
bitsPerComponent, bytesPerRow, colorSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);
CGContextDrawImage(context, CGRectMake(0, 0, width, height), imageRef);
CGContextRelease(context);
// Now your rawData contains the image data in the RGBA8888 pixel format.
int byteIndex = (bytesPerRow * yy) + xx * bytesPerPixel;
int red = 0;
int green = 0;
int blue = 0;
int alpha = 0;
int currentAlpha;
// bloc loop
for (int i = 0 ; i < (pixelPerRow*pixelPerCol) ; ++i) {
currentAlpha = rawData[byteIndex + 3];
red += (rawData[byteIndex] ) * currentAlpha;
green += (rawData[byteIndex + 1]) * currentAlpha;
blue += (rawData[byteIndex + 2]) * currentAlpha;
alpha += currentAlpha;
byteIndex += 4;
if ( i == pixelPerRow ) {
byteIndex += (width-pixelPerRow) * 4;
}
}
red /= alpha;
green /= alpha;
blue /= alpha;
ColorStruct *bColorStruct = newColorStruct(red, blue, green);
free(rawData);
return bColorStruct;
}
ColorStruct :
typedef struct {
int red;
int blue;
int green;
} ColorStruct;
with constructor :
ColorStruct *newColorStruct(int red, int blue, int green) {
ColorStruct *ret = malloc(sizeof(ColorStruct));
ret->red = red;
ret->blue = blue;
ret->green = green;
return ret;
}
As you can see, I have three level of loop : the row loop, the colon loop, and the bloc loop.
I have tested my code and it takes about 5 to 6 seconds for an 320x480 pictures.
Any help is welcomed.
Thanks,
Bahaaldine
Seem like a perfect problem to give it the Grand Central Dispatch ?
I think the main problem in this code is there are too many image reads. The entire image is loaded to memory for every(!) block (malloc is expensive too). You should preload image data once (cache it) and then use that memory in getRGBAsFromImageBloc(). Now for 320x480 picture you have 4 x 6 = 24 blocks. So you can speed up you app manyfold by only using caching.
At the end of the day taking an image and performing three multiplies and five additions on each pixel sequentially is always going to be relatively slow.
Luckily, what you're doing can be thought of as a special case of interpolating an image from one size to another - i.e. the average pixel of an image is the same as that image resized to a size of 1x1 (assuming the resizing is using some form of linear interpolation, but that's usually the standard way to do it) and there's a few highly optimized (or at least more optimized than you're likely to get without enormous effort) options for doing that that are part of the iPhone's graphics libraries. At first I'd try using the Quartz methods to resize an image:
CGImageRef sourceImage = yourImage;
int numBytesPerPixel = 4;
u_char* scaledImageData = (u_char*)malloc(numBytesPerPixel);
CGColorSpaceRef colorspace = CGImageGetColorSpace(sourceImage);
CGContextRef context = CGBitmapContextCreate (scaledImageData, 1, 1, 8, numBytesPerPixel, colorspace, kCGImageAlphaNoneSkipFirst);
CGColorSpaceRelease(colorspace);
CGContextDrawImage(context, CGRectMake(0,0,1,1), sourceImage);
int a = scaledImageData[0];
int r = scaledImageData[1];
int g = scaledImageData[2];
int b = scaledImageData[3];
(this just scales the original image down to 1 pixel and doesn't show the cropping of the sub regions but unfortunately I don't have time for that code right now - if you try to implement it and get stuck add a comment and I can show you how you would do that).
If that doesn't work you could always try using OpenGL ES to do this (create a texture out of the part of your image you need to scale, render it to a 1x1 buffer, and test the result from the buffer). This is a lot more complicated but might have some advantages in that it gives you access to the GPU, which might be a lot faster for large images.
Hope that makes sense and helps...
P.S. - Definitely follow y0prst's suggestion and only read the image in once - that is an easy fix that is going to buy you a ton of performance.
P.P.S - I haven't tested the code so usual caveats apply.
You're inspecting every single pixel - something that, it would seem, is going to take roughly the same amount of time no matter how you loop through it (provided you only inspect each pixel once).
I would suggest using a random sampling within the bloc - every "n'th" pixel, which would reduce the loop time (and the accuracy), or allow for an adjustable granularity.
Now, if there is an existing algorithm for computing the average of a group of pixels - that would be something to consider as an alternative.
You can speed things up by not calling a method in the middle of your loop. Just include the code inline.
ADDED: Also, you might try doing the draw image only once, not repeated in a loop, if you have enough memory.
After you do that, you can try hoisting some of the multiplies out of the inner loop as well for a little additional performance (although the Compiler may optimize some of this for you).

OpenGL ES 1.1: How to change texture color without losing luminance?

I have particles that I want to be able to change the color of in code, so any color can be used. So I have only one texture that basically has luminance.
I've been using glColor4f(1f, 0f, 0f, 1f); to apply the color.
Every blendfunc I've tried that has come close to working ends up like the last picture below. I still want to preserve luminance, like in the middle picture. (This is like the Overlay or Soft Light filters in Photoshop, if the color layer was on top of the texture layer.)
Any ideas for how to do this without programmable shaders? Also, since these are particles, I don't want a black box behind it, I want it to add onto the scene.
Here is a solution that might be close to what you're looking for:
glColor4f(1.0f, 0.0f, 0.0f, 1.0f);
glActiveTexture( GL_TEXTURE0 );
glEnable( GL_TEXTURE_2D );
glBindTexture(GL_TEXTURE_2D, spriteTexture);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glActiveTexture( GL_TEXTURE1 );
glEnable( GL_TEXTURE_2D );
glBindTexture(GL_TEXTURE_2D, spriteTexture);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD );
What it does is multiply the original texture by the specified color and then adds the pixels values of the original texture on top:
final_color.rgba = original_color.rgba * color.rgba + original_color.rgba;
This will result in a brighter image than what you've asked for but might be good enough with some tweaking.
Should you want to preserve the alpha value of the texture, you'll need to use GL_COMBINE instead of GL_ADD (+ set GL_COMBINE_RGB and GL_COMBINE_ALPHA properly).
Here are some results using this technique on your texture.
NONSENSE! You don't have to use multi-texturing. Just premultiply your alpha.
If you premultiply alpha on the image after you load it in and before you create the GL texture for it then you only need one texture unit for the GL_ADD texture env mode.
If you're on iOS then Apple's libs can premultiply for you. See the example Texture2D class and look for the kCGImageAlphaPremultipliedLast flag.
If you're not using an image loader that supports premultiply then you have to do it manually after loading the image. Pseudo code:
uint8* LoadRGBAImage(const char* pImageFileName) {
Image* pImage = LoadImageData(pImageFileName);
if (pImage->eFormat != FORMAT_RGBA)
return NULL;
// allocate a buffer to store the pre-multiply result
// NOTE that in a real scenario you'll want to pad pDstData to a power-of-2
uint8* pDstData = (uint8*)malloc(pImage->rows * pImage->cols * 4);
uint8* pSrcData = pImage->pBitmapBytes;
uint32 bytesPerRow = pImage->cols * 4;
for (uint32 y = 0; y < pImage->rows; ++y) {
byte* pSrc = pSrcData + y * bytesPerRow;
byte* pDst = pDstData + y * bytesPerRow;
for (uint32 x = 0; x < pImage->cols; ++x) {
// modulate src rgb channels with alpha channel
// store result in dst rgb channels
uint8 srcAlpha = pSrc[3];
*pDst++ = Modulate(*pSrc++, srcAlpha);
*pDst++ = Modulate(*pSrc++, srcAlpha);
*pDst++ = Modulate(*pSrc++, srcAlpha);
// copy src alpha channel directly to dst alpha channel
*pDst++ = *pSrc++;
}
}
// don't forget to free() the pointer!
return pDstData;
}
uint8 Modulate(uint8 u, uint8 uControl) {
// fixed-point multiply the value u with uControl and return the result
return ((uint16)u * ((uint16)uControl + 1)) >> 8;
}
Personally, I'm using libpng and premultiplying manually.
Anyway, after you premultiply, just bind the byte data as an RGBA OpenGL texture. Using glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD); with a single texture unit should be all you need after that. You should get exactly (or pretty damn close) to what you want. You might have to use glBlendFunc(GL_SRC_ALPHA, GL_ONE); as well if you really want to make the thing look shiny btw.
This is subtly different from the Ozirus method. He's never "reducing" the RGB values of the texture by premultiplying, so the RGB channels get added too much and look sort of washed out/overly bright.
I suppose the premultiply method is more akin to Overlay whereas the Ozirus method is Soft Light.
For more, see:
http://en.wikipedia.org/wiki/Alpha_compositing
Search for "premultiplied alpha"

Drawing single pixel in Quartz

I have an array of CGPoints, and I'd like to fill the whole screen with colours, the colour of each pixel depending on the total distance to each of the points in the array. The natural way to do this is to, for each pixel, compute the total distance, and turn that into a colour. Questions follow:
1) How can I colour a single pixel in Quartz? I've been thinking of making 1 by 1 rectangles.
2) Are there better, more efficient ways to achieve this effect?
You don't need to draw it pixel by pixel. You can use radial gradients:
CGPoint points[count];
/* set the points */
CGContextSaveGState(context);
CGContextBeginTransparencyLayer(context, NULL);
CGContextSetAlpha(context, 0.5);
CGContextSetBlendMode(context, kCGBlendModeXOR);
CGContextClipToRect(context, myFrame);
CGFloat radius = myFrame.size.height+myFrame.size.width;
CGColorSpaceRef colorSpace;
CFArrayRef colors;
const CGFloat * locations;
/* create the colors for the gradient */
for(NSUInteger i = 0;i<count;i++){
CGGradientRef gradient = CGGradientCreateWithColors(CGColorSpaceCreateDeviceGray(), colors, locations);
CGContextDrawRadialGradient(context, gradient, points[i], 0.0, points[i], radius, 0);
}
CGContextSetAlpha(context, 1.0);
CGContextEndTransparencyLayer(context);
CGContextRestoreGState(context);
Most of the code is clear, but here are some points:
kCGBlendMode basically adds the value of back- and foreground if both have the same alpha and alpha is not 1.0. You might also be able to use kCGBlendModeColorBurn without the need to play with transparency. Check the reference.
radius is big enough to cover the whole frame. You can set a different value.
Note that locations values should be between 0.0 and 1.0. You need to calibrate your color values depending on the radius.
This has been asked before:
How do I draw a point using Core Graphics?
From Quartz, a 1x1 rectangle would do what you want. But it is certainly not very efficient.
You are better off creating a memory buffer, calculating your point distances, and writing into the array directly within your processing loop. Then to display the result, simply create a CGImage which you can then render into your screen context.

CGPathRef intersection

Is there a way to find out whether two CGPathRefs are intersected or not. In my case all the CGPaths are having closePath.
For example, I am having two paths. One path is the rectangle which is rotated with some angle and the other path is curved path. Two paths origin will be changing frequently. At some point they may intersect. I want to know when they are intersected. Please let me know if you have any solution.
Thanks in advance
Make one path the clipping path, draw the other path, then search for pixels that survived the clipping process:
// initialise and erase context
CGContextAddPath(context, path1);
CGContextClip(context);
// set fill colour to intersection colour
CGContextAddPath(context, path2);
CGContextFillPath(context);
// search for pixels that match intersection colour
This works because clipping = intersecting.
Don't forget that intersection depends on the definition of interiority, of which there are several. This code uses the winding-number fill rule, you might want the even odd rule or something else again. If interiority doesn't keep you up at night, then this code should be fine.
My previous answer involved drawing transparent curves to an RGBA context. This solution is superior to the old one because it is
simpler
uses a quarter of the memory as an 8bit greyscale context suffices
obviates the need for hairy, difficult-to-debug transparency code
Who could ask for more?
I guess you could ask for a complete implementation, ready to cut'n'paste, but that would spoil the fun and obfuscate an otherwise simple answer.
OLDER, HARDER TO UNDERSTAND AND LESS EFFICIENT ANSWER
Draw both CGPathRefs separately at 50% transparency into a zeroed, CGBitmapContextCreate-ed RGBA memory buffer and check for any pixel values > 128. This works on any platform that supports CoreGraphics (i.e. iOS and OSX).
In pseudocode
// zero memory
CGContextRef context;
context = CGBitmapContextCreate(memory, wide, high, 8, wide*4, CGColorSpaceCreateDeviceRGB(), kCGImageAlphaPremultipliedLast);
CGContextSetRGBFillColor(context, 1, 1, 1, 0.5); // now everything you draw will be at 50%
// draw your path 1 to context
// draw your path 2 to context
// for each pixel in memory buffer
if(*p > 128) return true; // curves intersect
else p+= 4; // keep looking
Let the resolution of the rasterised versions be your precision and choose the precision to suit your performance needs.
1) There isn't any CGPath API to do this. But, you can do the math to figure it out. Take a look at this wikipedia article on Bezier curves to see how the curves in CGPath are implemented.
2) This is going to be slow on the iPhone I would expect but you could fill both paths into a buffer in difference colors (say, red and blue, with alpha=0.5) and then iterate through the buffer to find any pixels that occur at intersections. This will be extremely slow.
For iOS, the alpha blend seems to be ignored.
Instead, you can do a color blend, which will achieve the same effect, but doesn't need alpha:
CGContextSetBlendMode(context, kCGBlendModeColorDodge);
CGFloat semiTransparent[] = { .5,.5,.5,1};
Pixels in output Image will be:
RGB = 0,0,0 = (0.0f) ... no path
RGB = 64,64,64 = (0.25f) ... one path, no intersection
RGB = 128,128,128 = (0.5f) ... two paths, intersection found
Complete code for drawing:
-(void) drawFirst:(CGPathRef) first second:(CGPathRef) second into:(CGContextRef)context
{
/** setup the context for DODGE (everything gets lighter if it overlaps) */
CGContextSetBlendMode(context, kCGBlendModeColorDodge);
CGFloat semiTransparent[] = { .5,.5,.5,1};
CGContextSetStrokeColor(context, semiTransparent);
CGContextSetFillColor(context, semiTransparent);
CGContextAddPath(context, first);
CGContextFillPath(context);
CGContextStrokePath(context);
CGContextAddPath(context, second);
CGContextFillPath(context);
CGContextStrokePath(context);
}
Complete code for checking output:
[self drawFirst:YOUR_FIRST_PATH second:YOUR_SECOND_PATH into:context];
// Now we can get a pointer to the image data associated with the bitmap
// context.
BOOL result = FALSE;
unsigned char* data = CGBitmapContextGetData (context);
if (data != NULL) {
for( int i=0; i<width; i++ )
for( int k=0; k<width; k++ )
{
//offset locates the pixel in the data from x,y.
//4 for 4 bytes of data per pixel, w is width of one row of data.
int offset = 4*((width*round(k))+round(i));
int alpha = data[offset];
int red = data[offset+1];
int green = data[offset+2];
int blue = data[offset+3];
if( red > 254 )
{
result = TRUE;
break;
}
}
And, finally, here's a slightly modified code from another SO answer ... complete code for creating an RGB space on iOS 4, iOS 5, that will support the above functions:
- (CGContextRef) createARGBBitmapContextWithFrame:(CGRect) frame
{
/** NB: this requires iOS 4 or above - it uses the auto-allocating behaviour of Apple's method, to reduce a potential memory leak in the original StackOverflow version */
CGContextRef context = NULL;
CGColorSpaceRef colorSpace;
void * bitmapData;
int bitmapByteCount;
int bitmapBytesPerRow;
// Get image width, height. We'll use the entire image.
size_t pixelsWide = frame.size.width;
size_t pixelsHigh = frame.size.height;
// Declare the number of bytes per row. Each pixel in the bitmap in this
// example is represented by 4 bytes; 8 bits each of red, green, blue, and
// alpha.
bitmapBytesPerRow = (pixelsWide * 4);
bitmapByteCount = (bitmapBytesPerRow * pixelsHigh);
// Use the generic RGB color space.
colorSpace = CGColorSpaceCreateDeviceRGB();
if (colorSpace == NULL)
{
fprintf(stderr, "Error allocating color space\n");
return NULL;
}
// Create the bitmap context. We want pre-multiplied ARGB, 8-bits
// per component. Regardless of what the source image format is
// (CMYK, Grayscale, and so on) it will be converted over to the format
// specified here by CGBitmapContextCreate.
context = CGBitmapContextCreate (NULL,
pixelsWide,
pixelsHigh,
8, // bits per component
bitmapBytesPerRow,
colorSpace,
kCGImageAlphaPremultipliedFirst
//kCGImageAlphaFirst
);
if (context == NULL)
{
fprintf (stderr, "Context not created!");
}
// Make sure and release colorspace before returning
CGColorSpaceRelease( colorSpace );
return context;
}