I asked before about pixel-pushing, and have now managed to get far enough to get noise to show up on the screen. Here's how I init:
CGDataProviderRef provider;
bitmap = malloc(320*480*4);
provider = CGDataProviderCreateWithData(NULL, bitmap, 320*480*4, NULL);
CGColorSpaceRef colorSpaceRef;
colorSpaceRef = CGColorSpaceCreateDeviceRGB();
ir = CGImageCreate(
320,
480,
8,
32,
4 * 320,
colorSpaceRef,
kCGImageAlphaNoneSkipLast,
provider,
NULL,
NO,
kCGRenderingIntentDefault
);
Here's how I render each frame:
for (int i=0; i<320*480*4; i++) {
bitmap[i] = rand()%256;
}
CGRect rect = CGRectMake(0, 0, 320, 480);
CGContextDrawImage(context, rect, ir);
Problem is this is awfully awfully slow, around 5fps. I think my path to publish the buffer must be wrong. Is it even possible to do full-screen pixel-based graphics that I could update at 30fps, without using the 3D chip?