Hi,

(I know this is not 100% Cocoa, but it isn't 100% CoreGraphics either...)

I'm drawing to an NSWindow with CoreGraphics, and each time there is a leaked CGContext, CGContextDelegate, CGColorTransform, NSBitmapGraphicsContext, and NSFocusStack (one of each).


Here is how I do it :

    CGDataProviderDirectCallbacks callbacks = {
        0,
        &MyProviderGetBytePointer,
        &MyProviderReleaseBytePointer,
        &MyProviderGetBytesAtPosition,
        &MyProviderReleaseInfo
    };

    MyProviderStruct  mps = { mBlock, mDirtyRect.X(), mDirtyRect.Y() };

    CGDataProviderRef  provider = CGDataProviderCreateDirect( &mps, sizeof(mps), 
&callbacks );

    NSWindow*  window = (NSWindow*)Window();
    CGImageRef  image = CGImageCreate( size_t(mDirtyRect.W()), 
size_t(mDirtyRect.H()), 8, 32, size_t(mBlock->Width()*4),
                                       [[window colorSpace] CGColorSpace], 
kCGBitmapByteOrder32Big | kCGImageAlphaNoneSkipFirst,
                                       provider, NULL, false, 
kCGRenderingIntentRelativeColorimetric );

    CGContextRef  myContext = (CGContextRef)[[NSGraphicsContext currentContext] 
graphicsPort];

    CGContextDrawImage( myContext, CGRectMake( mDirtyRect.X(), geom.H() - 
mDirtyRect.Y() - mDirtyRect.H(),
                                               mDirtyRect.W(), mDirtyRect.H() 
), image );

    CGContextFlush( myContext );
    CGImageRelease( image );
    CGDataProviderRelease( provider );


I don't release the CGContextRef because I don't 'create' it.
If I release it, the app doesn't crash but doesn't draw anything anymore after 
the first one.

My data provider just copy bytes from a legacy data structure.

What am I doing wrong ?
Or maybe there is a better way of doing this ?

Thanks for any help !

--
Keep intel OUTSIDE my Mac !
Hiii !!! I can see Intel chips creeping around my G5 !

Eric M.
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