I'm looking for some suggestions on where to get started with drawing Core Graphics-like (or similar) primitives onto 3D objects (like SceneKit objects?) -- like painted a filled shape onto a spherical surface.

Any help would be appreciated.

#macos #ios #CoreGraphics #SceneKit #3D

CoreGraphics PDF parsing annoyance: CGPDFOperatorTable only supports callbacks, not blocks (FB15065784) and doesn't have either an operator type nor declarations of the supported operators (FB15065662). #CoreGraphics
every time i'm forced to use CoreGraphics i'm annoyed and puzzled as to why there's no pre-defined operators on vector types.
plus the fact that there's 3 separate vector types, incompatible by default, and nearly identical in all but name.
#Swift #CoreGraphics

And to clarify the incomplete #Apple #Developer documentation:

Yes, you can load a ".icc" color profile data file into a CFDataRef and use that as a parameter.

#CoreGraphics #macOS

Gosh, how much I love the excellent amazing brilliant #Apple #Developer documentation.

It looks nice, has lots of white space, elegant fonts, just...

NO CONTENT!

Hey, Apple, how about: WTF is that parameter? What format? How is it intended to be used? Can it be used to load a color profile from a custom ICC file? Or what???

#CoreGraphics

So my QuickDraw viewer now parses some Deneba Canvas Pict comments, in particular the ones about colour matching. So I get the colours in CMYK, which is nice, but I also have a colour name, i.e. "PANTONE Process Magenta CVC" and no clue how to use this information under Swift/Core Graphics.

#quickdraw #retrocomputing #swift #CoreGraphics #computergraphics #pantone #colormatching

Trying to convert a Swift Data object of 'yuv2' into a Core Image. It seems the way to go is Data → CVPixelBuffer → CGImage. On one hand it's cool to have libraries to do the heavy lifting, on the other one, that involves many abstractions/frameworks. #swift #coregraphics #corevideo

In #SwiftUI it is basically a one-liner.

Using #CoreText and #CoreGraphics directly, lots of lines of code are needed.

But it turns out really nice...

At this point, I’m almost tempted to just wrap all my UIViews so I can use them in #SwiftUI

The live preview is awesome, and I love it. Trying to get all my pieces to actually look right? Significantly more fiddly, though I appreciate that I’m also just inexperienced. I just get frustrated easily, I think.

I guess I also appreciate being able to dive deeper than the abstraction layer. I have UILabels that do #CoreGraphics things, and other such. There’s no way to replicate that with SwiftUI