all!
I've been doing a lot of research into this and I've integrated several different solutions into my project, but none of them seem to work. My current solution has been borrowed from this thread.
When I run my code, however, two things happen:
- The pixel array remains initialized but unpopulated (Full of 0s)
I get two errors:
CGBitmapContextCreate: unsupported parameter combination: set CGBITMAP_CONTEXT_LOG_ERRORS environmental variable to see the details
and
CGContextDrawImage: invalid context 0x0. If you want to see the backtrace, please set
Any ideas? Here is my current built function that I'm calling for my Image class:
init?(fromImage image: UIImage!) {
let imageRef = image!.CGImage
self.width = CGImageGetWidth(imageRef)
self.height = CGImageGetHeight(imageRef)
let colorspace = CGColorSpaceCreateDeviceRGB()
let bytesPerRow = (4 * width);
let bitsPerComponent :UInt = 8
let pixels = UnsafeMutablePointer<UInt8>(malloc(width*height*4))
var context = CGBitmapContextCreate(pixels, width, height, Int(bitsPerComponent), bytesPerRow, colorspace, 0);
CGContextDrawImage(context, CGRectMake(0, 0, CGFloat(width), CGFloat(height)), imageRef)
Any pointers would help a lot, as I'm new to understanding how all of this CGBitmap stuff works.
Thanks a ton!