In my iOS application, I am trying to draw curves using CoreGraphics. The drawing itself works fine, but on the retina display the image gets drawn using the same resolution, and does not get pixel do
I am performing some CG drawing operations into a CGContext that I created for an MKMapOverlay开发者_StackOverflow中文版View.After drawing into my context, I create an image and paste it into the cont
What I want to do is move my finger across the screen (touchesMoved) and draw evenly spaced images (perhaps CGImageRefs) along the points generated by the touchesMoved. I can draw lines, but what I wa
I\'m trying to draw a series of concentric circles as a custom overlay within a MKMapView.Please note that for performance reasons, I need to implement a custom draw method, not simply add a series of
I\'m using the sample code from http://developer.apple.com/library/ios/#qa/qa1714/_index.html almost verbatim and I can save my background image or my overlay but I can\'t combine the two.When I try a
In Photoshop, my designer used the \"Range\" setting to get the outer glow to \"fill out\" a little more. Here is a snapshot of the settings he used:
Having a little trouble understanding how to implement a faster dragging speed for the code I\'m using below (written by @PaulSoltz) which allows you to drag an object across the screen. I realize you
So I\'m making a simple iPhone app that lets you move / scale images that have been imported in a view. I\'m using UIGestureRecognizers with @paulsolt \'s code below to accomplish this. It works great
So, I\'m doing some custom drawing in a UIControl subclass开发者_如何学Go by overriding the drawRect: method. The issue is that the control is clipping a glow that I drew in it even though I\'ve set t
Dipping my feet into some more Core Graphics drawing, I\'m attempting to recreate a wicked looking metallic knob, and I\'ve landed on what is probably a show-stopping issue.