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Re: Advice on offscreen drawing.
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Re: Advice on offscreen drawing.


  • Subject: Re: Advice on offscreen drawing.
  • From: "Erik M. Buck" <email@hidden>
  • Date: Thu, 14 Mar 2002 09:50:58 -0600

In addition to the excellent example provided by Dennis below, another
technique is to use OpenGL. OpenGL works nicely plain with RGBA 32 bit
data.

Inside the drawRect: method of an OpenGLView subclass, use the following
code"

glRasterPos2i(0, 0); // specify the position to draw the bitmap
glPixelZoom(1.0, 1.0); // specify no scaling

// pixelData is a pointer to imageWidth * imageHeight * 32 bit pixel data.
glDrawPixels(imageWidth, imageHeight, GL_RGBA, pixelData);
// (I didn't compile this so there might be some mistakes.)


----- Original Message -----
From: "Dennis De Mars" <email@hidden>
>
> - (NSImage*)imageFromPixmap:(UInt32*)pixmapData width:(int)pixmapWidth
> height:(int)pixmapHeight
> {
>
> NSBitmapImageRep* bitmap;
> unsigned char* pixels;
> NSImage* theImage;
> bitmap = [[NSBitmapImageRep alloc]
> initWithBitmapDataPlanes: NULL // Let the class allocate
> it
> pixelsWide: pixmapWidth
> pixelsHigh: pixmapHeight
> bitsPerSample: 8 // Each component is 8
> bits (one byte)
> samplesPerPixel: 4 // Number of components (R, G,
> B, alpha)
> hasAlpha: YES
> isPlanar: NO
> colorSpaceName: NSDeviceRGBColorSpace
> bytesPerRow: 0 // 0 means: Let the class figure it out
> bitsPerPixel: 0 // 0 means: Let the class
> figure it out
> ];
>
> pixels = [bitmap bitmapData];
> memcpy(pixels, pixMapData, pixmapHeight* pixmapWidth*sizeof(UInt32));
> theImage = [[NSImage alloc] initWithSize: imageSize];
> [theImage addRepresentation: bitmap];
>
> return theImage;
> }
>
> (I didn't compile this so there might be some mistakes.)
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References: 
 >Re: Advice on offscreen drawing. (From: Dennis De Mars <email@hidden>)

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