Hey,
  Got it solved. I was right when I guessed the resolutions were
different, even though I didn't know what I was talking about. When I
created the bitmap cgcontext, I made it take up the whole screen and
then drew it to a view that was smaller, thus the squishing. I thought
for sure it would be because the points weren't being converted
correctly....

 Bridger Maxwell

On Fri, Mar 14, 2008 at 2:32 AM, Bridger Maxwell <[EMAIL PROTECTED]> wrote:
> Hey,
>   New to Quartz drawing, and am still hazy on some of the concepts
>  involved. I use:
>
>  _cgContext = CGBitmapContextCreate(NULL, frame.size.width,
>  frame.size.height, 8, 6 * frame.size.width, colorSpace,
>  kCGImageAlphaPremultipliedFirst);
>
>  To make a context to draw to. I do some drawing stuff. Later, I tag
>  the view as needing an update, and use this code to do the drawing:
>
>  - (void) drawRect:(CGRect)clip
>  {
>         CGRect                          bounds = [self bounds];
>         CGContextRef                    context = 
> UIGraphicsGetCurrentContext();
>         CGImageRef                      image;
>
>         //Copy the contents of the painting context to the view's context
>         image = CGBitmapContextCreateImage(_cgContext);
>         CGContextClearRect(context, self.frame);
>         CGContextDrawImage(context, bounds, image);
>         CGImageRelease(image);
>  }
>
>  After it is drawn though, the image comes out as being "squished"
>  vertically. So the x coordinates come out correctly, but the y
>  coordinates are smaller by a scale. I hope that makes sense. In other
>  words, something that should have been drawn in the bottom left corner
>  is still to the left left, but it is up from the bottom. It is like
>  the resolution of the two contexts is out of whack. Can someone give
>  me a hand here? What is going on?
>
>   Thank You,
>    Bridger Maxwell
>
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