这是一些用于创建和绘制单色图像的代码。它与您的相同,但具有更多上下文(并且没有必要的清理):
size_t width = 200;
size_t height = 200;
size_t bitsPerComponent = 1;
size_t componentsPerPixel = 1;
size_t bitsPerPixel = bitsPerComponent * componentsPerPixel;
size_t bytesPerRow = (width * bitsPerPixel + 7)/8;
CGColorSpaceRef colorspace = CGColorSpaceCreateDeviceGray();
CGBitmapInfo bitmapInfo = kCGImageAlphaNone;
CGFloat decode[] = {0.0, 1.0};
size_t dataLength = bytesPerRow * height;
UInt32 *bitmap = malloc( dataLength );
memset( bitmap, 255, dataLength );
CGDataProviderRef dataProvider = CGDataProviderCreateWithData( NULL, bitmap, dataLength, NULL);
CGImageRef cgImage = CGImageCreate (
width,
height,
bitsPerComponent,
bitsPerPixel,
bytesPerRow,
colorspace,
bitmapInfo,
dataProvider,
decode,
false,
kCGRenderingIntentDefault
);
CGRect destRect = CGRectMake(0, 0, width, height);
CGContextDrawImage( context, destRect, cgImage );
如果我将解码数组更改为CGFloat decode[] = {0.0, 0.0};
我总是得到一个黑色图像。如果您已经尝试过并且没有任何效果(您说无论您使用什么值都会得到相同的图像),要么:您实际上并没有传递这些值,但您认为您是,或者:不知何故您不是t 实际上检查 CGImageCreate 的输出。