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Re: User Spaces vs. Generic Spaces




Your best bet would be to read the images and perform the color management on them once, then repeatedly draw the modified images. There are several strategies you might take to do this.

If you support 10.3 and above, you can probably get away with using CGImageCreateCopyWithColorSpace. As you read in each image, create a copy and change the color space to the generic RGB space, or the color space of your monitor.


10.3 is our minimum, so this sounds like the best trick to avoiding the performance hit.

Now that I read what I wrote again, this is precisely the wrong idea. (Sorry!)


What you want to do is color match the image from sRGB to the monitor or generic rgb color space. This routine is just going to give you a copy of the image with the color space object replaced with the one you pass in. That's not going to color match the image at all! (what was I thinking)

You'll probably have to do the "redraw the image into a bitmap" thing to get Quartz to color match the data for you.

Scott
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References: 
 >User Spaces vs. Generic Spaces (From: "R. Scott Thompson" <email@hidden>)
 >Re: User Spaces vs. Generic Spaces (From: Brendan Younger <email@hidden>)
 >Re: User Spaces vs. Generic Spaces (From: Haroon Sheikh <email@hidden>)
 >Re: User Spaces vs. Generic Spaces (From: Andrew Kimpton <email@hidden>)
 >Re: User Spaces vs. Generic Spaces (From: Scott Thompson <email@hidden>)
 >Re: User Spaces vs. Generic Spaces (From: Andrew Kimpton <email@hidden>)



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