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Re: Threaded drawing
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Re: Threaded drawing


  • Subject: Re: Threaded drawing
  • From: Graham Cox <email@hidden>
  • Date: Mon, 09 Dec 2013 17:50:48 +0100

On 9 Dec 2013, at 5:45 pm, David Duncan <email@hidden> wrote:

> If you have a buffer to draw into, then you can easily slice that buffer to use between multiple graphics contexts, but you will fundamentally have to draw them all into the source context at the end.


I wasn’t able to figure out how to do this, so I haven’t tested to see if it’s any faster.

By “slice the buffer”, I assume you mean set up a context on some region of that buffer, but when I tried to do that, CGBitmapContextCreate[WithData] would not accept my bytesPerRow value because it was inconsistent with the ‘width’ value, even though I had calculated the bytesPerRow to be the correct offset anyway.

So if you know of a practical way to “slice the buffer”, please do share!

—Graham


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  • Follow-Ups:
    • Re: Threaded drawing
      • From: Kyle Sluder <email@hidden>
    • Re: Threaded drawing
      • From: Scott Ribe <email@hidden>
References: 
 >Threaded drawing (From: Graham Cox <email@hidden>)
 >Re: Threaded drawing (From: Graham Cox <email@hidden>)
 >Re: Threaded drawing (From: Roland King <email@hidden>)
 >Re: Threaded drawing (From: Graham Cox <email@hidden>)
 >Re: Threaded drawing (From: Roland King <email@hidden>)
 >Re: Threaded drawing (From: Graham Cox <email@hidden>)
 >Re: Threaded drawing (From: Graham Cox <email@hidden>)
 >Re: Threaded drawing (From: Jens Alfke <email@hidden>)
 >Re: Threaded drawing (From: David Duncan <email@hidden>)

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