I'm trying to draw an image using OpenGL in a project for iPad.
The image data:
A data blob of UInt8
that represents the grayscale value for each pixel in three dimensions (I'm going to draw slices from the 3D-body). I also have information on height and width for the image.
My current (unsuccessful) approach is to use it as a texture on a square and I am looking at some example code I found on the net. That code, however, loads an image file from the disc.
While setting up the view there is a call to CGContextDrawImage
and the last parameter is suppose to be an CGImageRef
. Do you know how I can create one from my data or is this a de开发者_如何学Goad end?
Thankful for all input. I really haven't gotten the grip of OpenGL yet so please be gentle :-)
It's not a dead end.
You can create an CGImageRef from a blob of pixel memory using CGBitmapContextCreate() to create a bitmap context and CGBitmapContextCreateImage() to create the image ref from the bitmap context.
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