Lars,
It’s not as high-level as Core Image, but here’s a good primer on
obtaining raw pixel data:
http://mikeash.com/pyblog/friday-qa-2012-08-31-obtaining-and-interpreting-image-data.html
- Jeff Kelley
On Mar 14, 2013, at 8:01 PM, Lars Sonchocky-Helldorf
wrote:
> Hi,
>
> I
Hi,
I've never before done image (pixel) data processing in Cocoa before. Now I've
heard of QuartzComposer and Core Image Units as the way to go nowadays. But, a
big but comes here: When I process the image I need to have random access to
all pixels because I want to do some floyd steinberg lik
See the CoreImage docs:
http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/CoreImaging/ci_intro/ci_intro.html
___
Cocoa-dev mailing list (Cocoa-dev@lists.apple.com)
Please do not post admin requests or moderator comments t
Anybody can help me?
I have a project that need image processing in it such edgedetection, convert
to grayscale, bluring etc witch is access to the pixel for manipulating...
Is there a specific class to do image processing pixel base??
Thx b4
Sent from my
First: None of the Mac OS X image APIs are set up around completely bare
access to pixels. Bare pixel access is at odds with performance. Take
caching: In order to cache effectively, the frameworks needs to understand
what's changing when, and that cannot happen when people have unmediated
pixel
> I am writing an application that wants to perform some basic computer vision
> computation, and I want a class that offers pixel-level access to an image.
> What would be the best way to approach this?
>
Do something like:
MyImageRep =
[[NSBitmapImageRep alloc] initWithBitmapDataPlanes:NULL
I am writing an application that wants to perform some basic computer vision
computation, and I want a class that offers pixel-level access to an image.
What would be the best way to approach this?
Alex___
Cocoa-dev mailing list (Cocoa-dev@lists.appl
Since you can't use NSImage, you could try Core Image.
You can do all that with CGImage in your restricted environment. You can
use a bitmap or layer context and then later render it on whatever view
you wish.
There is a good Core Graphics Quartz tutorial at
http://developer.apple.com/docume
On Sep 25, 2008, at 3:52 AM, Christian Giordano wrote:
I think I found what to do. I need to create a bitmap context from the
bitmap and drawing there. It makes sense that everything drawn is
handled by contexts of course, I'm just a bit concerned about
performances.
Internally NSImage will b
I think I found what to do. I need to create a bitmap context from the
bitmap and drawing there. It makes sense that everything drawn is
handled by contexts of course, I'm just a bit concerned about
performances.
Thanks, chr
On Thu, Sep 25, 2008 at 7:35 AM, Christian Giordano
<[EMAIL PROTECTED]>
Hi Helder, I found this post that can be really helpful when I will
have to do my pixel operations:
http://www.rodgutierrez.com/blog/2008/07/how-to-create-a-rgba-cgimagere.html
I still have to find how to draw an CGImageRef in another one
regardless the current context, I'm still wondering if thi
Thanks Mike, I can't use NSImage (guess why) but a subset. Btw, the
problem I have is that I have a view which contains an image. I would
like to draw in the image, not in the container view so I need to
provide to the draw method the image context. Is this a good approach
or all the drawing should
On 24 Sep 2008, at 10:50, Christian Giordano wrote:
Hi guys, is there some good tutorial around about how to manipulate
bitmaps in Cocoa?
I would be interested on:
- copy portion of image over another with a mask (this should be
pretty straight forward with quartz2d)
[[NSImage alloc] initWi
Hi guys, is there some good tutorial around about how to manipulate
bitmaps in Cocoa?
I would be interested on:
- copy portion of image over another with a mask (this should be
pretty straight forward with quartz2d)
- apply threshold
- apply effects like blur
Not sure if some of this, like the b
If you ask an NSImage for its size, the DPI in the image is taken
into account. You can ask for pixelsHigh and pixelsWide in order to
get the number of pixels.
-Kenny
On Apr 6, 2008, at 1:40 PM, Lorenzo wrote:
Still working with image-processing...
I have a source image 1680 x 1050 with
On 6 Apr '08, at 1:40 PM, Lorenzo wrote:
But when I ask for its size with
NSSize imageSize = [sourceImage size];
I don’t get the real pixel size (1680 x 1050), but I get (504 x 315)
The units of [NSImage size] are points, not pixels. If you read an
NSImage from a file, it respects the DP
Still working with image-processing...
I have a source image 1680 x 1050 with (just a case) 240 dpi.
I load it with
sourceImage = [[NSImage alloc] initWithContentsOfFile:path]];
But when I ask for its size with
NSSize imageSize = [sourceImage size];
I don¹t get the real pixel size
17 matches
Mail list logo