My big picture goal is to have a grey field over an image, and then as the user rubs on that grey field, it reveals the image underneath.Basically like a lottery scratcher card.I\'ve done a bunch开发者
I\'ve taken a look at this question: UIImage Shadow Trouble But the ac开发者_JAVA百科cepted answer didn\'t work for me.
It is quite hard to tell so I upload an image to show my problem: http://i42.tinypic.com/2eezamo.jpg Basically in drawRect, I will draw the line from touchesMoved as finger touches and I will call \"
I am executing the following, which I have derived from a few different tutorials (Just a single render pass, initialisation code not shown but works fine for untextured primitives):
I want to draw a sinusodial wave whi开发者_JS百科ch varies with time on a UIView. What are the approaches should i take ?
I know that the CGContext cannot call it to draw directly, and it needs to fill the drawing logic in the drawInContext, and call the CGContext to draw using \"setNeedsDisplay\", so, I designed a cmd t
I am trying to embed a Quartz Composer document in an iPho开发者_运维百科ne app. I know Quartz Composer support was added in iPhone OS 3.1 (at least, that\'s what Wikipedia says) but I can\'t find any
This should be a simple one, basically I have a few paths drawn with core graphics, and I want to be able to rotate them (for convenience). I\'ve tried using CGContextRotateCTM(context); but it\'s not
I have these 2 methods in the View class. the drawRect method always gets called when the view is initalized. But i can\'t get the drawLine method to work. It doesn\'t do anything when it gets called.
I\'ve been trying to blend two UIImage for about 2 days now and I\'ve been getting some BAD_ACCESS errors. First of all, I have two images that have the same orientation, basically I\'m using the Core