I am new to iOS platform. Is there anyway I can use quartz composer library embedded into my iPhone app? e.g I would like to get RGBA from a particular pixel from an image (UIImage) using IMAGE PIXEL. get-color-image-pixel
OR can i use existing framework in xcode4 to achieve above scenario??? thanks
No, the Quartz Composer framework does not exist on iOS.
To extract pixel color data from a UIImage, see this question: How to get pixel data from a UIImage (Cocoa Touch) or CGImage (Core Graphics)?
Have a see Quartz Composer for iOS. That runtime implementation for iOS. This project makes it possible to load, display and interact with .qtz files on iOS.
Good luck
Related
Hope all of you folk will fine and doing there best. i have just started iphone app development this april.
I want to draw svg on CGContext in iphone just like in android we can do.
kindly follow the link for android SVG drawing Libraries.
SVG on Android
Lib No 1
My requirment,I just want to draw SVG on iphone CGContext for that i need any third party library. if any body have useful and exact information kindly help me out.
How to draw SVG in iPhone?
Thanks in advance.
mark Gjel.
If the SVG is fixed, you could try Qwarkee which will generate a -drawRect: implementation which draws the equivalent SVG using just quartz functions.
The current version works best with Illustrator generated SVG files, but the developers tell me an update is coming in the next few days which will make the app work with a larger variety of files.
not the perfect match for your question but check out SVGKit
SVGKit is a cross-platform Cocoa framework for rendering SVG files as
Core Animation layers. All shapes are represented by instances of the
CAShapeLayer class, and are, by design, animatable. SVGKit is
compatible with the latest OS X and iOS SDK's.
SVGgh has an SVGRenderer class which can draw into a CGContextRef, so you can use it to print, generate a PDF or draw to a UIView or CALayer.
I have developed one game for iphone which uses png images.It works well but which are the vector graphics images supported by iphone that i can use for my game for better quality of image like when we zoom the image the image displayed properly.which are the most common image formats that are widely used by iphone game developers?
I saw this on github a while back. It claims to render SVGs to Core Image layers. I've never used it, but I know it exists.
The only vector graphics format that is directly supported on iOS is PDF (not counting UIWebView, which also supports SVG).
Vector graphics are not typically used in games, because they're much slower to render, but that depends on what type of game you're developing. I would consider using multiple versions of bitmap images with different resolutions for zooming.
What are the necessary steps to update an existing OpenGL ES 1.1 based 2D iPhone game to be compatible w/ the iPhone 4's retina display? I'm still using the Texture2D class that came w/ Apple's CrashLanding (download) sample code.
After reading Apple's documentation, watching the WWDC video (session 134 "Optimize Your iPhone App for the Retina Display"), and looking at Cocos2D sample code I'm still confused.
I believe the required steps include:
passing high-res artwork (w/ "#2x" appended) to [UIImage imageNamed:#"image.png"]
changing the "contentScaleFactor" from 1.0 to 2.0 (where?)
updating the arguments to glOrthof to include the contentScaleFactor
adjusting the size of the glViewport
Please note that I'm relatively new to OpenGL.
Thanks for your help!
You should keep the 320x480 image, and provide the 640x960 image with a different name. Suppose the 320x480 image is called foo.png, then name the 640x960 one foo#2x.png.
The system will then automatically select the higher resolution one on iPhone 4, without any change in code — assuming you were using [UIImage imageNamed:#"foo.png"].
How can I load vector image directly with iPhone SDK? Just as UIImage loads bitmap images.
I did this recently using PDF. I saved some resolution independent images directly from Illustrator (using the smallest file size preset). I have some code (gists) here.
As of iPhone OS 2.1, the iPhone's WebKit supports SVG graphics natively. You should be able to use a UIWebView to load the SVG element for display. This question provides some sample code for doing so.
I am researching iPhone image libraries. I am looking for a lightweight image library that will compile on an iPhone. Have any libraries such as ImageMagick been ported? What image libraries would be best suited for the iPhone?
The image library should be suited to do black & white, sepia tone, saturation filters, and more sophisticated effects such as oil painting, etc.
Thank you in advance.
The iPhone SDK comes with a very good image library, Core Graphics. From the SDK Documentation:
The Core Graphics framework is a
C-based API that provides low-level,
lightweight 2D rendering with superb
output fidelity. Use this framework,
which is based on the Quartz drawing
engine, for path-based drawing,
anti-aliased rendering, gradients,
images, color management,
coordinate-space transformations, and
PDF document handling.
Check Out: http://developer.apple.com/iphone/library/navigation/Topics/GraphicsAnimation/index.html
And :http://developer.apple.com/iphone/library/navigation/Frameworks/Media/CoreGraphics/index.html
(Login required for both).
But Core Graphic won't do any of image filtering mention above. That's a part of Core Image, which is apparently missing from iPhone SDK.
I believe there has been some success porting ImageMagick it to iOS:
http://www.imagemagick.org/discourse-server/viewtopic.php?f=4&t=14089