Something with colorspace ? Note; if I draw on the current context directly it turns black; on an bitmap context it turns red.
Example:
CGContextRef context;// = UIGraphicsGetCurrentContext();
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
void *bitmapData = malloc(getWidth()*4*getHeight());
memset(bitmapData, 0, getWidth()*4*getHeight());
context = CGBitmapContextCreate (bitmapData, getWidth(), getHeight(), 8,
getWidth()*4, colorSpace, kCGImageAlphaPremultipliedFirst);
CGContextSetStrokeColorWithColor(context, [blue CGColor]);
CGContextMoveToPoint(context, 0.0,0.0 );
CGContextAddLineToPoint(context, 480.0,300.0);
CGContextStrokePath(context);
CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, bitmapData, getWidth()*4*getHeight(), NULL);
CGColorRenderingIntent intent = kCGRenderingIntentDefault;
CGImageRef image2 = CGImageCreate(getWidth(), getHeight(), 8, 32, getWidth()*4, colorSpace, bitmapInfo,
provider, NULL, NO, intent);
CGContextDrawImage(UIGraphicsGetCurrentContext(),rect, image2);
Edit (day later); Ok, I restarted ( = made a new project in XCode, copy/pasted the code from this example) the entire project and then it is working. Anyone any idea how that is possible at all?