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2014/10/15 ¤U¤È 10:03:56

iphone Programming Glossary: argb

How to NSLog pixel RGB from a UIImage?

http://stackoverflow.com/questions/1352989/how-to-nslog-pixel-rgb-from-a-uiimage

from a UIImage I just want to 1 Copy the pixel data. 2 Iterate and Modify each pixel just show me how to NSLog the ARGB values as 255 3 Create a UIImage from the new pixel data I can figure out the the gory details if someone can just tell..

UIImage change raw pixels from white to clear?

http://stackoverflow.com/questions/2650456/uiimage-change-raw-pixels-from-white-to-clear

a copy of the raw data. The problem with that solution is that you need to handle every possible configuration RGBA ARGB RGB_ _RGB RGB 8 bpc 16 bpc etc. that CGImage supports. That's a lot of work. If you don't do it then someday you'll get..

iPhone SDK: accessing indexed color PNG images

http://stackoverflow.com/questions/3251595/iphone-sdk-accessing-indexed-color-png-images

to load the PNG using Quartz2D but for some reason it automatically converts my indexed color 8bit PNG to a 32 bit ARGB PNG. Any thoughts how I might prevent this UPDATE 2 The reason this is important is due to memory limitations. I'm trying..

Reading samples via AVAssetReader

http://stackoverflow.com/questions/4049207/reading-samples-via-avassetreader

not work and if you're doing something real time certain video formats perform better than others BGRA is faster than ARGB for instance . Construct the actual track output and add it to the asset reader AVAssetReaderTrackOutput asset_reader_output..

How to pull out the ARGB component from BitmapContext on iPhone?

http://stackoverflow.com/questions/561663/how-to-pull-out-the-argb-component-from-bitmapcontext-on-iphone

to pull out the ARGB component from BitmapContext on iPhone I'm trying to get ARGB components from CGBitmapContext with the following codes.. to pull out the ARGB component from BitmapContext on iPhone I'm trying to get ARGB components from CGBitmapContext with the following codes id initWithImage UIImage image create BitmapContext with UIImage.. 240. And alpha is always 255. So I think maybe something is wrong with the pointer. It could not return the correct ARGB data I want. Any ideas about what's wrong with the code iphone image colors bitmap rgb share improve this question ..

OpenGL ES 2.0 / MonoTouch: Texture is colorized red

http://stackoverflow.com/questions/7986153/opengl-es-2-0-monotouch-texture-is-colorized-red

Int32 image.Size.Height 0 All.Rgba All.UnsignedByte RequestImagePixelData image protected CGBitmapContext CreateARGBBitmapContext CGImage inImage var pixelsWide inImage.Width var pixelsHigh inImage.Height var bitmapBytesPerRow pixelsWide.. if context null throw new Exception Context not created return context Store pixel data as an ARGB Bitmap protected IntPtr RequestImagePixelData UIImage inImage var imageSize inImage.Size CGBitmapContext ctxt CreateARGBBitmapContext.. Bitmap protected IntPtr RequestImagePixelData UIImage inImage var imageSize inImage.Size CGBitmapContext ctxt CreateARGBBitmapContext inImage.CGImage var rect new RectangleF 0.0f 0.0f imageSize.Width imageSize.Height ctxt.DrawImage rect inImage.CGImage..

Blur an UIImage on change of slider

http://stackoverflow.com/questions/8758433/blur-an-uiimage-on-change-of-slider

size is 768x1024 and the loops iterates for 2 1024 768 times and this is not feasible. CGContextRef NYXImageCreateARGBBitmapContext const size_t width const size_t height const size_t bytesPerRow Use the generic RGB color space We avoid the.. create context CGColorSpaceRef colorSpace CGColorSpaceCreateDeviceRGB Create the bitmap context we want pre multiplied ARGB 8 bits per component CGContextRef bmContext CGBitmapContextCreate NULL width height 8 Bits per component bytesPerRow colorSpace.. originalHeight CGImageGetHeight cgImage const size_t bytesPerRow originalWidth 4 CGContextRef context NYXImageCreateARGBBitmapContext originalWidth originalHeight bytesPerRow if context return nil unsigned char srcData destData finalData size_t..