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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.10.3 is our minimum, so this sounds like the best trick to avoiding the performance hit.
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.
Scott _______________________________________________ Do not post admin requests to the list. They will be ignored. Quartz-dev mailing list (email@hidden) Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/quartz-dev/email@hidden
| 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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