Re: CGLayer resolution on iPhone with Retina display
Re: CGLayer resolution on iPhone with Retina display
- Subject: Re: CGLayer resolution on iPhone with Retina display
- From: Matt Neuburg <email@hidden>
- Date: Sun, 29 Aug 2010 09:38:12 -0700
- Thread-topic: CGLayer resolution on iPhone with Retina display
On or about 8/28/10 9:31 PM, thus spake "David Duncan"
<email@hidden>:
> In the case of iOS for example, caching contents to CGLayers is rarely useful
> because it is rarely useful to use a software cache it is usually far more
> useful to use a hardware cache, which means CALayer or UIView, not CGLayer.
I bow to all you say; still the question remains whether, taken
dispassionately and in the abstract, it might be a useful behavior if
calling CGLayerCreateWithContext() would cause the resulting CGLayer to have
the "resolution" of the context from which it is created, as advertised, so
that drawing back into the same context with e.g. CGContextDrawLayerAtPoint
would not cause the ultimate drawing to have half the "resolution" on the
iPhone 4?
Just to repeat, the flag-drawing example on this page:
<http://developer.apple.com/iphone/library/documentation/GraphicsImaging/Con
ceptual/drawingwithquartz2d/dq_layers/dq_layers.html>
...is Apple's own, and behaves undesirably when the screen is
double-resolution, visibly drawing the flag's stars in single resolution. m.
--
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