On Aug 28, 2010, at 1:37 PM, Alex Kac wrote:

> I believe you need to set the scale of the layer to the scale of the device. 
> Here is how we do it where appContentScaleFactor is a global variable we 
> store the scale from at startup:
> 
>       if ([[UIScreen mainScreen] respondsToSelector: @selector(scale)])
>               appContentScaleFactor = [[UIScreen mainScreen] scale];
> 
> 
>               if ([mainLayer respondsToSelector: 
> @selector(setContentsScale:)])
>                       mainLayer.contentsScale = appContentScaleFactor;
> 

Sure, but a CGLayer has no contentsScale properties (or any other properties). 
A CGLayer isn't a CALayer... In fact I'm not sure they have anything in common. 
m.



> 
> On Aug 28, 2010, at 3:22 PM, Matt Neuburg wrote:
> 
>> In my UIView's drawRect: I derive a CGLayer from the current context, draw
>> into it, and then draw the layer into the context (the view). This still
>> works on iPhone with a Retina display, but the drawing is blocky. You can
>> see the problem perfectly with Apple's own example code (DrawFlag) in the
>> CGLayer Drawing page of the Quartz 2D Programming Guide - the stars in the
>> flag are blocky.
>> 
>> I can work around the problem for a double-resolution screen by creating a
>> CGLayer twice the size I need, applying a doubling scale transform, drawing
>> as before into the CGLayer, and then drawing the CGLayer into my view's
>> context scaled back down again.
>> 
>> But I feel I shouldn't have to do this. Given that the documentation claims
>> that "a CGLayer has all the characteristics of the graphics context [from
>> which it is derived] - its resolution, colorspace, and graphics state
>> settings," might we call this a bug?
>> 
>> m.
>> 
>> -- 
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>> Among the 2007 MacTech Top 25, http://tinyurl.com/2rh4pf
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>> http://www.tidbits.com/matt/default.html#applescriptthings
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>> 
>> 
>> 
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