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  • Loading .png image from array of uint8_t into OpenGL ES texture

    - by unknownthreat
    Normally, when we want to load a texture for OpenGL ES with .png, we simply add the .png images into XCode. The .png files will be altered for optimization by XCode and these altered png files can loaded into OpenGL ES texture during the runtime. However, what I am trying to do is quite different. I am trying to load a .png file that is not from the prebuilt/compile. The png file will be transmitted externally from UDP, and it will be in the form of array of bytes. I am very sure that the png is transferred correctly, but when it comes to displaying the png image in the form of the OpenGL ES texture, the image somehow shows incorrectly. The colors that are being sent are presented but the positions are somehow very incorrect. However, the position of the colors still retain some aspects of the original position. Here: The left image shows the original .png, while the right shows the png being displayed on iPhone using OpenGL ES Texture. It looks more like the png data is not being decoded or incorrectly processed. Below is OpenGL ES code for turning the image into texture: - (void) setTextureFromImageByte: (uint8_t*)imageByte{ if (self = [super init]){ NSData* imageData = [[NSData alloc] initWithBytes: imageByte length: imageLength]; UIImage* img = [[UIImage alloc] initWithData: imageData]; CGImageRef image = img.CGImage; int width = 512; int height = 512; if (image){ int tempWidth = (int)width, tempHeight = (int)height; if ((tempWidth & (tempWidth - 1)) != 0 ){ NSLog(@"CAUTION! width is not power of 2. width == %d", tempWidth); }else if ((tempHeight & (tempHeight - 1)) != 0 ){ NSLog(@"CAUTION! height is not power of 2. height == %d", tempHeight); }else{ void *spriteData = calloc(width * 4, height * 4); CGContextRef spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width*4, CGImageGetColorSpace(image), kCGImageAlphaPremultipliedLast); CGContextDrawImage(spriteContext, CGRectMake(0.0, 0.0, width, height), image); CGContextRelease(spriteContext); glBindTexture(GL_TEXTURE_2D, 1); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 320, 435, GL_RGBA, GL_UNSIGNED_BYTE, spriteData); free(spriteData); } }else NSLog(@"ERROR: Image not loaded..."); [img release]; [imageData release]; } } So does anyone knows how to deal with this? Is it because of iPhone only accepts altered png from XCode? What can we do in this case in order to make the png image be able to display correctly?

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  • Drawing a texture with an alpha channel doesn't work -- draws black

    - by DevDevDev
    I am modifying GLPaint to use a different background, so in this case it is white. Anyway the existing stamp they are using assumes the background is black, so I made a new background with an alpha channel. When I draw on the canvas it is still black, what gives? When I actually draw, I just bind the texture and it works. Something is wrong in this initialization. Here is the photo - (id)initWithCoder:(NSCoder*)coder { CGImageRef brushImage; CGContextRef brushContext; GLubyte *brushData; size_t width, height; if (self = [super initWithCoder:coder]) { CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer; eaglLayer.opaque = YES; // In this application, we want to retain the EAGLDrawable contents after a call to presentRenderbuffer. eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys: [NSNumber numberWithBool:YES], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil]; context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1]; if (!context || ![EAGLContext setCurrentContext:context]) { [self release]; return nil; } // Create a texture from an image // First create a UIImage object from the data in a image file, and then extract the Core Graphics image brushImage = [UIImage imageNamed:@"test.png"].CGImage; // Get the width and height of the image width = CGImageGetWidth(brushImage); height = CGImageGetHeight(brushImage); // Texture dimensions must be a power of 2. If you write an application that allows users to supply an image, // you'll want to add code that checks the dimensions and takes appropriate action if they are not a power of 2. // Make sure the image exists if(brushImage) { brushData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte)); brushContext = CGBitmapContextCreate(brushData, width, width, 8, width * 4, CGImageGetColorSpace(brushImage), kCGImageAlphaPremultipliedLast); CGContextDrawImage(brushContext, CGRectMake(0.0, 0.0, (CGFloat)width, (CGFloat)height), brushImage); CGContextRelease(brushContext); glGenTextures(1, &brushTexture); glBindTexture(GL_TEXTURE_2D, brushTexture); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, brushData); free(brushData); } //Set up OpenGL states glMatrixMode(GL_PROJECTION); CGRect frame = self.bounds; glOrthof(0, frame.size.width, 0, frame.size.height, -1, 1); glViewport(0, 0, frame.size.width, frame.size.height); glMatrixMode(GL_MODELVIEW); glDisable(GL_DITHER); glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_DST_ALPHA); glEnable(GL_POINT_SPRITE_OES); glTexEnvf(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE); glPointSize(width / kBrushScale); } return self; }

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  • problem while displayin the texture image on view that works fine on iphone simulator but not on dev

    - by yunas
    hello i am trying to display an image on iphone by converting it into texture and then displaying it on the UIView. here is the code to load an image from an UIImage object - (void)loadImage:(UIImage *)image mipmap:(BOOL)mipmap texture:(uint32_t)texture { int width, height; CGImageRef cgImage; GLubyte *data; CGContextRef cgContext; CGColorSpaceRef colorSpace; GLenum err; if (image == nil) { NSLog(@"Failed to load"); return; } cgImage = [image CGImage]; width = CGImageGetWidth(cgImage); height = CGImageGetHeight(cgImage); colorSpace = CGColorSpaceCreateDeviceRGB(); // Malloc may be used instead of calloc if your cg image has dimensions equal to the dimensions of the cg bitmap context data = (GLubyte *)calloc(width * height * 4, sizeof(GLubyte)); cgContext = CGBitmapContextCreate(data, width, height, 8, width * 4, colorSpace, kCGImageAlphaPremultipliedLast); if (cgContext != NULL) { // Set the blend mode to copy. We don't care about the previous contents. CGContextSetBlendMode(cgContext, kCGBlendModeCopy); CGContextDrawImage(cgContext, CGRectMake(0.0f, 0.0f, width, height), cgImage); glGenTextures(1, &(_textures[texture])); glBindTexture(GL_TEXTURE_2D, _textures[texture]); if (mipmap) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); else glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); if (mipmap) glGenerateMipmapOES(GL_TEXTURE_2D); err = glGetError(); if (err != GL_NO_ERROR) NSLog(@"Error uploading texture. glError: 0x%04X", err); CGContextRelease(cgContext); } free(data); CGColorSpaceRelease(colorSpace); } The problem that i currently am facing is this code workd perfectly fine and displays the image on simulator where as on the device as seen on debugger an error is displayed i.e. Error uploading texture. glError: 0x0501 any idea how to tackle this bug.... thnx in advance 4 ur soluitons

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  • Flipping OpenGL texture

    - by Mk12
    When I load textures from images normally, they are upside down because of OpenGL's coordinate system. What would be the best way to flip them? glScalef(1.0f, -1.0f, 1.0f); vertically flipping the image files manually (in Photoshop) flipping them programatically after loading them (I don't know how) This is the method I'm using to load png textures, in my Utilities.m file (Objective-C): + (GLuint)loadPngTexture:(NSString *)name { CFURLRef textureURL = CFBundleCopyResourceURL( CFBundleGetMainBundle(), (CFStringRef)name, CFSTR("png"), CFSTR("Textures")); NSAssert(textureURL, @"Texture name invalid"); CGImageSourceRef imageSource = CGImageSourceCreateWithURL(textureURL, NULL); NSAssert(imageSource, @"Invalid Image Path."); NSAssert((CGImageSourceGetCount(imageSource) > 0), @"No Image in Image Source."); CFRelease(textureURL); CGImageRef image = CGImageSourceCreateImageAtIndex(imageSource, 0, NULL); NSAssert(image, @"Image not created."); CFRelease(imageSource); NSUInteger width = CGImageGetWidth(image); NSUInteger height = CGImageGetHeight(image); void *data = malloc(width * height * 4); CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB(); NSAssert(colorSpace, @"Colorspace not created."); CGContextRef context = CGBitmapContextCreate( data, width, height, 8, width * 4, colorSpace, kCGImageAlphaPremultipliedFirst | kCGBitmapByteOrder32Host); NSAssert(context, @"Context not created."); CGColorSpaceRelease(colorSpace); CGContextDrawImage(context, CGRectMake(0, 0, width, height), image); CGImageRelease(image); CGContextRelease(context); GLuint textureId; glGenTextures(1, &textureId); glBindTexture(GL_TEXTURE_2D, textureId); glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, data); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE_SGIS); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE_SGIS); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); free(data); return textureId; } Also, another thing I was wondering about: If I made a simple 2d game, with pixels mapped to units, would it be alright to set it up so that the origin is in the top-left corner, or would I run in to problems with other things (e.g. text rendering)? Thanks.

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  • Memory allocation and release for UIImage in iPhone?

    - by rkbang
    Hello all, I am using following code in iPhone to get smaller cropped image as follows: - (UIImage*) getSmallImage:(UIImage*) img { CGSize size = img.size; CGFloat ratio = 0; if (size.width < size.height) { ratio = 36 / size.width; } else { ratio = 36 / size.height; } CGRect rect = CGRectMake(0.0, 0.0, ratio * size.width, ratio * size.height); UIGraphicsBeginImageContext(rect.size); [img drawInRect:rect]; UIImage *tempImg = [UIGraphicsGetImageFromCurrentImageContext() retain]; UIGraphicsEndImageContext(); return [tempImg autorelease]; } - (UIImage*)imageByCropping:(UIImage *)imageToCrop toRect:(CGRect)rect { //create a context to do our clipping in UIGraphicsBeginImageContext(rect.size); CGContextRef currentContext = UIGraphicsGetCurrentContext(); //create a rect with the size we want to crop the image to //the X and Y here are zero so we start at the beginning of our //newly created context CGFloat X = (imageToCrop.size.width - rect.size.width)/2; CGFloat Y = (imageToCrop.size.height - rect.size.height)/2; CGRect clippedRect = CGRectMake(X, Y, rect.size.width, rect.size.height); //CGContextClipToRect( currentContext, clippedRect); //create a rect equivalent to the full size of the image //offset the rect by the X and Y we want to start the crop //from in order to cut off anything before them CGRect drawRect = CGRectMake(0, 0, imageToCrop.size.width, imageToCrop.size.height); CGContextTranslateCTM(currentContext, 0.0, drawRect.size.height); CGContextScaleCTM(currentContext, 1.0, -1.0); //draw the image to our clipped context using our offset rect //CGContextDrawImage(currentContext, drawRect, imageToCrop.CGImage); CGImageRef tmp = CGImageCreateWithImageInRect(imageToCrop.CGImage, clippedRect); //pull the image from our cropped context UIImage *cropped = [UIImage imageWithCGImage:tmp];//UIGraphicsGetImageFromCurrentImageContext(); CGImageRelease(tmp); //pop the context to get back to the default UIGraphicsEndImageContext(); //Note: this is autoreleased*/ return cropped; } I am using following line of code in cellForRowAtIndexPath to update the image of the cell: cell.img.image = [self imageByCropping:[self getSmallImage:[UIImage imageNamed:@"goal_image.png"]] toRect:CGRectMake(0, 0, 36, 36)]; Now when I add this table view and pop it from navigation controller, I see a memory hike.I see no leaks but memory keeps climbing. Please note that the images changes for each row and I am creating the controller using lazy initialization that is I create or alloc it whenever I need it. I saw on internet many people facing the same issue, but very rare good solutions. I have multiple views using the same way and I see almost memory raised to 4MB within 20-25 view transitions. What is the good solution to resolve this issue. tnx.

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  • Debugging a basic OpenGL texture fail? (iphone)

    - by Ben
    Hey all, I have a very basic texture map problem in GL on iPhone, and I'm wondering what strategies there are for debugging this kind of thing. (Frankly, just staring at state machine calls and wondering if any of them is wrong or misordered is no way to live-- are there tools for this?) I have a 512x512 PNG file that I'm loading up from disk (not specially packed), creating a CGBitmapContext, then calling CGContextDrawImage to get bytes out of it. (This code is essentially stolen from an Apple sample.) I'm trying to map the texture to a "quad", with code that looks essentially like this-- all flat 2D stuff, nothing fancy: glEnable(GL_TEXTURE_2D); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glEnableClientState(GL_TEXTURE_COORD_ARRAY); GLfloat vertices[8] = { viewRect.origin.x, viewRect.size.height, viewRect.origin.x, viewRect.origin.y, viewRect.size.width, viewRect.origin.y, viewRect.size.width, viewRect.size.height }; GLfloat texCoords[8] = { 0, 1.0, 0, 0, 1.0, 0, 1.0, 1.0 }; glBindTexture(GL_TEXTURE_2D, myTextureRef); // This was previously bound to glVertexPointer(2, GL_FLOAT , 0, vertices); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisable(GL_TEXTURE_2D); My supposedly textured area comes out just black. I see no debug output from the CG calls to set up the texture. glGetError reports nothing. If I simplify this code block to just draw the verts, but set up a pure color, the quad area lights up exactly as expected. If I clear the whole context immediately beforehand to red, I don't see the red-- which means something is being rendered there, but not the contents of my PNG. What could I be doing wrong? And more importantly, what are the right tools and techniques for debugging this sort of thing, because running into this kind of problem and not being able to "step through it" in a debugger in any meaningful way is a bummer. Thanks!

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  • Is there anything wrong with my texture loading method ?

    - by José Joel.
    I'm a noob in openGL and trying to learn as much as possible. I'm using this method to load my openGL textures, loading every .png as RGBA4444. I'm doing anything incorrect ? - (void)loadTexture:(NSString*)nombre { CGImageRef textureImage =[UIImage imageWithContentsOfFile:[[NSBundle mainBundle] pathForResource:nombre ofType:nil]].CGImage; if (textureImage == nil) { NSLog(@"Failed to load texture image"); return; } textureWidth = NextPowerOfTwo(CGImageGetWidth(textureImage)); textureHeight = NextPowerOfTwo(CGImageGetHeight(textureImage)); imageSizeX= CGImageGetWidth(textureImage); imageSizeY= CGImageGetHeight(textureImage); GLubyte *textureData = (GLubyte *)calloc(1,textureWidth * textureHeight * 4); // Por 4 pues cada pixel necesita 4 bytes, RGBA CGContextRef textureContext = CGBitmapContextCreate(textureData, textureWidth,textureHeight,8, textureWidth * 4,CGImageGetColorSpace(textureImage),kCGImageAlphaPremultipliedLast ); CGContextDrawImage(textureContext, CGRectMake(0.0, 0.0, (float)textureWidth, (float)textureHeight), textureImage); //Convert "RRRRRRRRRGGGGGGGGBBBBBBBBAAAAAAAA" to "RRRRGGGGBBBBAAAA" void *tempData = malloc(textureWidth * textureHeight * 2); unsigned int* inPixel32 = (unsigned int*)textureData; unsigned short* outPixel16 = (unsigned short*)tempData; for(int i = 0; i < textureWidth * textureHeight ; ++i, ++inPixel32) *outPixel16++ = ((((*inPixel32 >> 0) & 0xFF) >> 4) << 12) | // R ((((*inPixel32 >> 8) & 0xFF) >> 4) << 8) | // G ((((*inPixel32 >> 16) & 0xFF) >> 4) << 4) | // B ((((*inPixel32 >> 24) & 0xFF) >> 4) << 0); // A free(textureData); textureData = tempData; CGContextRelease(textureContext); glGenTextures(1, &textures[0]); glBindTexture(GL_TEXTURE_2D, textures[0]); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4 , textureData); free(textureData); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } And this is my dealloc method: - (void)dealloc { glDeleteTextures(1,textures); [super dealloc]; }

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  • Missing part of the image when taking screenshot while supporting Retina Display

    - by Spaft
    I'm currently working on enabling support for retina display for my game. In the game, we have a feature that the user can take screenshot. We are using these part of code we found online a while ago and it's working fine when we are not supporting retina display: CCDirector* director = [CCDirector sharedDirector]; CGSize size = [director winSizeInPixels]; //Create buffer for pixels GLuint bufferLength = size.width * size.height * 4; GLubyte* buffer = (GLubyte*)malloc(bufferLength); //Read Pixels from OpenGL glReadPixels(0, 100, size.width, size.height, GL_RGBA, GL_UNSIGNED_BYTE, buffer); //Make data provider with data. CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer, bufferLength, NULL); //Configure image int bitsPerComponent = 8; int bitsPerPixel = 32; int bytesPerRow = 4 * size.width; CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB(); CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault; CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault; CGImageRef iref = CGImageCreate(size.width, size.height, bitsPerComponent, bitsPerPixel, bytesPerRow, colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent); uint32_t* pixels = (uint32_t*)malloc(bufferLength); CGContextRef context = CGBitmapContextCreate(pixels, size.width, size.height, 8, size.width * 4, CGImageGetColorSpace(iref), kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big); CGContextTranslateCTM(context, 0, size.height); CGContextScaleCTM(context, 1.0f, -1.0f); switch (director.deviceOrientation) { case CCDeviceOrientationPortrait: break; case CCDeviceOrientationPortraitUpsideDown: CGContextRotateCTM(context, CC_DEGREES_TO_RADIANS(180)); CGContextTranslateCTM(context, -size.width, -size.height); break; case CCDeviceOrientationLandscapeLeft: CGContextRotateCTM(context, CC_DEGREES_TO_RADIANS(-90)); CGContextTranslateCTM(context, -size.width, 0); break; case CCDeviceOrientationLandscapeRight: CGContextRotateCTM(context, CC_DEGREES_TO_RADIANS(90)); CGContextTranslateCTM(context, size.width * 0.5f, -size.height); break; } CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, size.width, size.height), iref); UIImage *outputImage = [UIImage imageWithCGImage:CGBitmapContextCreateImage(context)]; //Dealloc CGDataProviderRelease(provider); CGImageRelease(iref); CGContextRelease(context); free(buffer); free(pixels); return outputImage; But when we enabled retina display in cocos 0.99.5. This functionality is a little messed up since it will miss a little left part of the image while the high is still correct. So I'm wondering if there is anything wrong with the code or am I doing anything wrong here? Thank you in advance for any reply!

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  • Crop circular or elliptical image from original UIImage

    - by vikas ojha
    I am working on openCV for detecting the face .I want face to get cropped once its detected.Till now I got the face and have marked the rect/ellipse around it on iPhone. Please help me out in cropping the face in circular/elliptical pattern (UIImage *) opencvFaceDetect:(UIImage *)originalImage { cvSetErrMode(CV_ErrModeParent); IplImage *image = [self CreateIplImageFromUIImage:originalImage]; // Scaling down /* Creates IPL image (header and data) ----------------cvCreateImage CVAPI(IplImage*) cvCreateImage( CvSize size, int depth, int channels ); */ IplImage *small_image = cvCreateImage(cvSize(image->width/2,image->height/2), IPL_DEPTH_8U, 3); /*SMOOTHES DOWN THYE GUASSIAN SURFACE--------:cvPyrDown*/ cvPyrDown(image, small_image, CV_GAUSSIAN_5x5); int scale = 2; // Load XML NSString *path = [[NSBundle mainBundle] pathForResource:@"haarcascade_frontalface_default" ofType:@"xml"]; CvHaarClassifierCascade* cascade = (CvHaarClassifierCascade*)cvLoad([path cStringUsingEncoding:NSASCIIStringEncoding], NULL, NULL, NULL); // Check whether the cascade has loaded successfully. Else report and error and quit if( !cascade ) { NSLog(@"ERROR: Could not load classifier cascade\n"); //return; } //Allocate the Memory storage CvMemStorage* storage = cvCreateMemStorage(0); // Clear the memory storage which was used before cvClearMemStorage( storage ); CGColorSpaceRef colorSpace; CGContextRef contextRef; CGRect face_rect; // Find whether the cascade is loaded, to find the faces. If yes, then: if( cascade ) { CvSeq* faces = cvHaarDetectObjects(small_image, cascade, storage, 1.1f, 3, 0, cvSize(20, 20)); cvReleaseImage(&small_image); // Create canvas to show the results CGImageRef imageRef = originalImage.CGImage; colorSpace = CGColorSpaceCreateDeviceRGB(); contextRef = CGBitmapContextCreate(NULL, originalImage.size.width, originalImage.size.height, 8, originalImage.size.width * 4, colorSpace, kCGImageAlphaPremultipliedLast|kCGBitmapByteOrderDefault); //VIKAS CGContextDrawImage(contextRef, CGRectMake(0, 0, originalImage.size.width, originalImage.size.height), imageRef); CGContextSetLineWidth(contextRef, 4); CGContextSetRGBStrokeColor(contextRef, 1.0, 1.0, 1.0, 0.5); // Draw results on the iamge:Draw all components of face in the form of small rectangles // Loop the number of faces found. for(int i = 0; i < faces->total; i++) { NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; // Calc the rect of faces // Create a new rectangle for drawing the face CvRect cvrect = *(CvRect*)cvGetSeqElem(faces, i); // CGRect face_rect = CGContextConvertRectToDeviceSpace(contextRef, // CGRectMake(cvrect.x * scale, cvrect.y * scale, cvrect.width * scale, cvrect.height * scale)); face_rect = CGContextConvertRectToDeviceSpace(contextRef, CGRectMake(cvrect.x*scale, cvrect.y , cvrect.width*scale , cvrect.height*scale*1.25 )); facedetectapp=(FaceDetectAppDelegate *)[[UIApplication sharedApplication]delegate]; facedetectapp.grabcropcoordrect=face_rect; NSLog(@" FACE off %f %f %f %f",facedetectapp.grabcropcoordrect.origin.x,facedetectapp.grabcropcoordrect.origin.y,facedetectapp.grabcropcoordrect.size.width,facedetectapp.grabcropcoordrect.size.height); CGContextStrokeRect(contextRef, face_rect); //CGContextFillEllipseInRect(contextRef,face_rect); CGContextStrokeEllipseInRect(contextRef,face_rect); [pool release]; } } CGImageRef imageRef = CGImageCreateWithImageInRect([originalImage CGImage],face_rect); UIImage *returnImage = [UIImage imageWithCGImage:imageRef]; CGImageRelease(imageRef); CGContextRelease(contextRef); CGColorSpaceRelease(colorSpace); cvReleaseMemStorage(&storage); cvReleaseHaarClassifierCascade(&cascade); return returnImage; } } Thanks Vikas

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  • UIImage rounded corners

    - by catlan
    I try to get rounded corners on a UIImage, what I read so far, the easiest way is to use a mask images. For this I used code from TheElements iPhone Example and some image resize code I found. My problem is that resizedImage is always nil and I don't find the error... - (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize { CGSize imageSize = [self size]; float width = imageSize.width; float height = imageSize.height; // scaleFactor will be the fraction that we'll // use to adjust the size. For example, if we shrink // an image by half, scaleFactor will be 0.5. the // scaledWidth and scaledHeight will be the original, // multiplied by the scaleFactor. // // IMPORTANT: the "targetHeight" is the size of the space // we're drawing into. The "scaledHeight" is the height that // the image actually is drawn at, once we take into // account the ideal of maintaining proportions float scaleFactor = 0.0; float scaledWidth = targetSize.width; float scaledHeight = targetSize.height; CGPoint thumbnailPoint = CGPointMake(0,0); // since not all images are square, we want to scale // proportionately. To do this, we find the longest // edge and use that as a guide. if ( CGSizeEqualToSize(imageSize, targetSize) == NO ) { // use the longeset edge as a guide. if the // image is wider than tall, we'll figure out // the scale factor by dividing it by the // intended width. Otherwise, we'll use the // height. float widthFactor = targetSize.width / width; float heightFactor = targetSize.height / height; if ( widthFactor < heightFactor ) scaleFactor = widthFactor; else scaleFactor = heightFactor; // ex: 500 * 0.5 = 250 (newWidth) scaledWidth = width * scaleFactor; scaledHeight = height * scaleFactor; // center the thumbnail in the frame. if // wider than tall, we need to adjust the // vertical drawing point (y axis) if ( widthFactor < heightFactor ) thumbnailPoint.y = (targetSize.height - scaledHeight) * 0.5; else if ( widthFactor > heightFactor ) thumbnailPoint.x = (targetSize.width - scaledWidth) * 0.5; } CGContextRef mainViewContentContext; CGColorSpaceRef colorSpace; colorSpace = CGColorSpaceCreateDeviceRGB(); // create a bitmap graphics context the size of the image mainViewContentContext = CGBitmapContextCreate (NULL, targetSize.width, targetSize.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast); // free the rgb colorspace CGColorSpaceRelease(colorSpace); if (mainViewContentContext==NULL) return NULL; //CGContextSetFillColorWithColor(mainViewContentContext, [[UIColor whiteColor] CGColor]); //CGContextFillRect(mainViewContentContext, CGRectMake(0, 0, targetSize.width, targetSize.height)); CGContextDrawImage(mainViewContentContext, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), self.CGImage); // Create CGImageRef of the main view bitmap content, and then // release that bitmap context CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext); CGContextRelease(mainViewContentContext); CGImageRef maskImage = [[UIImage imageNamed:@"Mask.png"] CGImage]; CGImageRef resizedImage = CGImageCreateWithMask(mainViewContentBitmapContext, maskImage); CGImageRelease(mainViewContentBitmapContext); // convert the finished resized image to a UIImage UIImage *theImage = [UIImage imageWithCGImage:resizedImage]; // image is retained by the property setting above, so we can // release the original CGImageRelease(resizedImage); // return the image return theImage; }

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  • UIImage rounded corners

    - by catlan
    I try to get rounded corners on a UIImage, what I read so far, the easiest way is to use a mask images. For this I used code from TheElements iPhone Example and some image resize code I found. My problem is that resizedImage is always nil and I don't find the error... - (UIImage *)imageByScalingProportionallyToSize:(CGSize)targetSize { CGSize imageSize = [self size]; float width = imageSize.width; float height = imageSize.height; // scaleFactor will be the fraction that we'll // use to adjust the size. For example, if we shrink // an image by half, scaleFactor will be 0.5. the // scaledWidth and scaledHeight will be the original, // multiplied by the scaleFactor. // // IMPORTANT: the "targetHeight" is the size of the space // we're drawing into. The "scaledHeight" is the height that // the image actually is drawn at, once we take into // account the ideal of maintaining proportions float scaleFactor = 0.0; float scaledWidth = targetSize.width; float scaledHeight = targetSize.height; CGPoint thumbnailPoint = CGPointMake(0,0); // since not all images are square, we want to scale // proportionately. To do this, we find the longest // edge and use that as a guide. if ( CGSizeEqualToSize(imageSize, targetSize) == NO ) { // use the longeset edge as a guide. if the // image is wider than tall, we'll figure out // the scale factor by dividing it by the // intended width. Otherwise, we'll use the // height. float widthFactor = targetSize.width / width; float heightFactor = targetSize.height / height; if ( widthFactor < heightFactor ) scaleFactor = widthFactor; else scaleFactor = heightFactor; // ex: 500 * 0.5 = 250 (newWidth) scaledWidth = width * scaleFactor; scaledHeight = height * scaleFactor; // center the thumbnail in the frame. if // wider than tall, we need to adjust the // vertical drawing point (y axis) if ( widthFactor < heightFactor ) thumbnailPoint.y = (targetSize.height - scaledHeight) * 0.5; else if ( widthFactor > heightFactor ) thumbnailPoint.x = (targetSize.width - scaledWidth) * 0.5; } CGContextRef mainViewContentContext; CGColorSpaceRef colorSpace; colorSpace = CGColorSpaceCreateDeviceRGB(); // create a bitmap graphics context the size of the image mainViewContentContext = CGBitmapContextCreate (NULL, targetSize.width, targetSize.height, 8, 0, colorSpace, kCGImageAlphaPremultipliedLast); // free the rgb colorspace CGColorSpaceRelease(colorSpace); if (mainViewContentContext==NULL) return NULL; //CGContextSetFillColorWithColor(mainViewContentContext, [[UIColor whiteColor] CGColor]); //CGContextFillRect(mainViewContentContext, CGRectMake(0, 0, targetSize.width, targetSize.height)); CGContextDrawImage(mainViewContentContext, CGRectMake(thumbnailPoint.x, thumbnailPoint.y, scaledWidth, scaledHeight), self.CGImage); // Create CGImageRef of the main view bitmap content, and then // release that bitmap context CGImageRef mainViewContentBitmapContext = CGBitmapContextCreateImage(mainViewContentContext); CGContextRelease(mainViewContentContext); CGImageRef maskImage = [[UIImage imageNamed:@"Mask.png"] CGImage]; CGImageRef resizedImage = CGImageCreateWithMask(mainViewContentBitmapContext, maskImage); CGImageRelease(mainViewContentBitmapContext); // convert the finished resized image to a UIImage UIImage *theImage = [UIImage imageWithCGImage:resizedImage]; // image is retained by the property setting above, so we can // release the original CGImageRelease(resizedImage); // return the image return theImage; }

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  • iPhone - UIImage Leak, CGBitmapContextCreateImage Leak

    - by bbullis21
    Alright I am having a world of difficulty tracking down this memory leak. When running this script I do not see any memory leaking, but my objectalloc is climbing. Instruments points to CGBitmapContextCreateImage create_bitmap_data_provider malloc, this takes up 60% of my objectalloc. This code is called several times with a NSTimer. //GET IMAGE FROM RESOURCE DIR NSString * fileLocation = [[NSBundle mainBundle] pathForResource:imgMain ofType:@"jpg"]; NSData * imageData = [NSData dataWithContentsOfFile:fileLocation]; UIImage * blurMe = [UIImage imageWithData:imageData]; NSAutoreleasePool * pool = [[NSAutoreleasePool alloc] init]; UIImage * scaledImage = [blurMe _imageScaledToSize:CGSizeMake(blurMe.size.width / dblBlurLevel, blurMe.size.width / dblBlurLevel) interpolationQuality:3.0]; UIImage * labelImage = [scaledImage _imageScaledToSize:blurMe.size interpolationQuality:3.0]; UIImage * imageCopy = [[UIImage alloc] initWithCGImage:labelImage.CGImage]; [pool drain]; // deallocates scaledImage and labelImage imgView.image = imageCopy; [imageCopy release]; Below is the blur function. I believe the objectalloc issue is located in here. Maybe I just need a pair of fresh eyes. Would be great if someone could figure this out. Sorry it is kind of long... I'll try and shorten it. @implementation UIImage(Blur) - (UIImage *)blurredCopy:(int)pixelRadius { //VARS unsigned char *srcData, *destData, *finalData; CGContextRef context = NULL; CGColorSpaceRef colorSpace; void * bitmapData; int bitmapByteCount; int bitmapBytesPerRow; //IMAGE SIZE size_t pixelsWide = CGImageGetWidth(self.CGImage); size_t pixelsHigh = CGImageGetHeight(self.CGImage); bitmapBytesPerRow = (pixelsWide * 4); bitmapByteCount = (bitmapBytesPerRow * pixelsHigh); colorSpace = CGColorSpaceCreateDeviceRGB(); if (colorSpace == NULL) { return NULL; } bitmapData = malloc( bitmapByteCount ); if (bitmapData == NULL) { CGColorSpaceRelease( colorSpace ); } context = CGBitmapContextCreate (bitmapData, pixelsWide, pixelsHigh, 8, bitmapBytesPerRow, colorSpace, kCGImageAlphaPremultipliedFirst ); if (context == NULL) { free (bitmapData); } CGColorSpaceRelease( colorSpace ); free (bitmapData); if (context == NULL) { return NULL; } //PREPARE BLUR size_t width = CGBitmapContextGetWidth(context); size_t height = CGBitmapContextGetHeight(context); size_t bpr = CGBitmapContextGetBytesPerRow(context); size_t bpp = (CGBitmapContextGetBitsPerPixel(context) / 8); CGRect rect = {{0,0},{width,height}}; CGContextDrawImage(context, rect, self.CGImage); // Now we can get a pointer to the image data associated with the bitmap // context. srcData = (unsigned char *)CGBitmapContextGetData (context); if (srcData != NULL) { size_t dataSize = bpr * height; finalData = malloc(dataSize); destData = malloc(dataSize); memcpy(finalData, srcData, dataSize); memcpy(destData, srcData, dataSize); int sums[5]; int i, x, y, k; int gauss_sum=0; int radius = pixelRadius * 2 + 1; int *gauss_fact = malloc(radius * sizeof(int)); for (i = 0; i < pixelRadius; i++) { .....blah blah blah... THIS IS JUST LONG CODE THE CREATES INT FIGURES ........blah blah blah...... } if (gauss_fact) { free(gauss_fact); } } size_t bitmapByteCount2 = bpr * height; //CREATE DATA PROVIDER CGDataProviderRef dataProvider = CGDataProviderCreateWithData(NULL, srcData, bitmapByteCount2, NULL); //CREATE IMAGE CGImageRef cgImage = CGImageCreate( width, height, CGBitmapContextGetBitsPerComponent(context), CGBitmapContextGetBitsPerPixel(context), CGBitmapContextGetBytesPerRow(context), CGBitmapContextGetColorSpace(context), CGBitmapContextGetBitmapInfo(context), dataProvider, NULL, true, kCGRenderingIntentDefault ); //RELEASE INFORMATION CGDataProviderRelease(dataProvider); CGContextRelease(context); if (destData) { free(destData); } if (finalData) { free(finalData); } if (srcData) { free(srcData); } UIImage *retUIImage = [UIImage imageWithCGImage:cgImage]; CGImageRelease(cgImage); return retUIImage; } The only thing I can think of that is holding up the objectalloc is this UIImage *retUIImage = [UIImage imageWithCGImage:cgImage];...but how to do I release that after it has been returned? Hopefully someone can help please.

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  • How to get skin tone color pixel in iPhone?

    - by aman-gupta
    Hi In my application I m using following way to get red pixel in a image // // PixelsAccessAppDelegate.h // PixelsAccess // // Created by Fortune1 on 14/04/10. // Copyright MyCompanyName 2010. All rights reserved. // import @class clsPixelAccess; NSUInteger numberOfRedPixels; NSUInteger numberOfRedPixels1; NSUInteger numberOfRedPixels2; NSUInteger numberOfRedPixels3; NSUInteger numberOfRedPixels4; NSUInteger numberOfRedPixels5; NSUInteger numberOfRedPixels6; NSUInteger numberOfRedPixels7; NSUInteger numberOfRedPixels8; NSUInteger numberOfRedPixels9; NSUInteger numberOfRedPixels10; NSUInteger numberOfRedPixels11; NSUInteger numberOfRedPixels12; NSUInteger numberOfRedPixels13; NSUInteger numberOfRedPixels14; NSUInteger numberOfRedPixels15; NSUInteger numberOfRedPixels16; NSUInteger numberOfRedPixels17; NSUInteger numberOfRedPixels18; NSUInteger numberOfRedPixels19; NSUInteger numberOfRedPixels20; NSUInteger numberOfRedPixels21; NSUInteger numberOfRedPixels22; NSUInteger numberOfRedPixels23; NSUInteger numberOfRedPixels24; NSUInteger numberOfRedPixels25; NSUInteger numberOfRedPixels26; NSUInteger numberOfRedPixels27; NSUInteger numberOfRedPixels28; NSUInteger numberOfRedPixels29; NSUInteger numberOfRedPixels30; NSUInteger numberOfRedPixels31; @interface PixelsAccessAppDelegate : NSObject { UIWindow *window; clsPixelAccess *obj; } @property (nonatomic, retain) IBOutlet UIWindow *window; -(IBAction)processImage:(id)sender; @end //////////////////// // // PixelsAccessAppDelegate.m // PixelsAccess // // Created by Fortune1 on 14/04/10. // Copyright MyCompanyName 2010. All rights reserved. // import "PixelsAccessAppDelegate.h" import "clsPixelAccess.h" @implementation PixelsAccessAppDelegate @synthesize window; (IBAction)processImage:(id)sender { NSUInteger retVal; obj = [[clsPixelAccess alloc] init]; NSInteger imageSend =[obj processImage1:[UIImage imageNamed:@"s.jpg"]]; NSInteger iamgeCall =[obj getPixelData:retVal]; NSUInteger *numberOfRedPixels = retVal; //lblPixelCount.text = [NSString stringWithFormat: @"There are %d red pixels in the image", numberOfRedPixels]; } (void)applicationDidFinishLaunching:(UIApplication *)application { // Override point for customization after application launch [window makeKeyAndVisible]; } (void)dealloc { [window release]; [super dealloc]; } @end /////////////// // // clsPixelsAccess.h // PixelsAccess // // Created by Fortune1 on 14/04/10. // Copyright 2010 MyCompanyName. All rights reserved. // import @interface clsPixelAccess : NSObject { } -(NSInteger) processImage1: (UIImage*) image; -(NSInteger)getPixelData:(NSUInteger *)pixelCount; @end ///////// // // clsPixelsAccess.m // PixelsAccess // // Created by Fortune1 on 14/04/10. // Copyright 2010 MyCompanyName. All rights reserved. // import "clsPixelAccess.h" import "PixelsAccessAppDelegate.h" @implementation clsPixelAccess struct pixel { //unsigned char r, g, b,a; Byte r, g, b, a; int count; }; -(NSInteger)getPixelData:(NSUInteger *)pixelCount { *pixelCount =numberOfRedPixels; return 1; } // Process the image and return the number of pure red pixels in it. (NSInteger) processImage1: (UIImage*) image { // Allocate a buffer big enough to hold all the pixels struct pixel* pixels = (struct pixel*) calloc(1, image.size.width * image.size.height * sizeof(struct pixel)); if (pixels != nil) { // Create a new bitmap CGContextRef context = CGBitmapContextCreate( (void*) pixels, image.size.width, image.size.height, 8, image.size.width * 4, CGImageGetColorSpace(image.CGImage), kCGImageAlphaPremultipliedLast ); //NSLog(@"1=%d, 2=%d, 3=%d", CGImageGetBitsPerComponent(image), CGImageGetBitsPerPixel(image),CGImageGetBytesPerRow(image)); if (context != NULL) { // Draw the image in the bitmap CGContextDrawImage(context, CGRectMake(0.0f, 0.0f, image.size.width, image.size.height), image.CGImage); NSUInteger numberOfPixels = image.size.width * image.size.height; NSMutableArray *numberOfPixelsArray = [[[NSMutableArray alloc] initWithCapacity:numberOfPixelsArray] autorelease]; NSLog( @"Pixel data %d", numberOfPixelsArray); /* NSMatrix *newMatrix = [[NSMatrix alloc] initWithFrame:NSMakeRect(138.0f, 85.0f, 0.0f, 0.0f) mode:NSRadioModeMatrix prototype:prototypeButtonCell numberOfRows: numberOfColumns:]; */ while (numberOfPixels &gt; 0) { if (pixels-&gt;r &gt; 0 &amp;&amp; pixels-&gt;r &lt;= 7) { numberOfRedPixels++; } NSLog( @"Red pixel data %d",numberOfRedPixels); if (pixels-&gt;r &gt;= 8 &amp;&amp; pixels-&gt;r &lt;= 15) { numberOfRedPixels1++; } NSLog( @"Red pixel data1 %d",numberOfRedPixels1); if (pixels-&gt;r &gt;= 16 &amp;&amp; pixels-&gt;r &lt;=23 ) { numberOfRedPixels2++; } NSLog( @"Red pixel data2 %d",numberOfRedPixels2); if (pixels-&gt;r &gt;= 24 &amp;&amp; pixels-&gt;r &lt;=31 ) { numberOfRedPixels3++; } NSLog( @"Red pixel data3 %d",numberOfRedPixels3); if (pixels-&gt;r &gt;= 32 &amp;&amp; pixels-&gt;r &lt;= 39) { numberOfRedPixels4++; } NSLog( @"Red pixel data4 %d",numberOfRedPixels4); if (pixels-&gt;r &gt;= 40 &amp;&amp; pixels-&gt;r &lt;= 47) { numberOfRedPixels5++; } NSLog( @"Red pixel data5 %d",numberOfRedPixels5); if (pixels-&gt;r &gt;= 48 &amp;&amp; pixels-&gt;r &lt;= 55) { numberOfRedPixels6++; } NSLog( @"Red pixel data6 %d",numberOfRedPixels6); if(pixels-&gt;r &gt;= 56 &amp;&amp; pixels-&gt;r &lt;= 63) { numberOfRedPixels7++; } NSLog( @"Red pixel data7 %d",numberOfRedPixels7); if (pixels-&gt;r &gt;= 64 &amp;&amp; pixels-&gt;r &lt;= 71) { numberOfRedPixels8++; } NSLog( @"Red pixel data8 %d",numberOfRedPixels8); if (pixels-&gt;r &gt;= 72 &amp;&amp; pixels-&gt;r &lt;= 79) { numberOfRedPixels9++; } NSLog( @"Red pixel data9 %d",numberOfRedPixels9); if (pixels-&gt;r &gt;= 80 &amp;&amp; pixels-&gt;r &lt;= 87) { numberOfRedPixels10++; } NSLog( @"Red pixel data10 %d",numberOfRedPixels10); if (pixels-&gt;r &gt;= 88 &amp;&amp; pixels-&gt;r &lt;= 95) { numberOfRedPixels11++; } NSLog( @"Red pixel data11 %d",numberOfRedPixels11); if (pixels-&gt;r &gt;= 96 &amp;&amp; pixels-&gt;r &lt;= 103) { numberOfRedPixels12++; } NSLog( @"Red pixel data12 %d",numberOfRedPixels12); if (pixels-&gt;r &gt;= 104 &amp;&amp; pixels-&gt;r &lt;= 111) { numberOfRedPixels13++; } NSLog( @"Red pixel data13 %d",numberOfRedPixels13); if (pixels-&gt;r &gt;= 112 &amp;&amp; pixels-&gt;r &lt;= 119) { numberOfRedPixels14++; } NSLog( @"Red pixel data14 %d",numberOfRedPixels14); if (pixels-&gt;r &gt;= 120 &amp;&amp; pixels-&gt;r &lt;= 127) { numberOfRedPixels15++; } NSLog( @"Red pixel data15 %d",numberOfRedPixels15); if (pixels-&gt;r &gt; 128 &amp;&amp; pixels-&gt;r &lt;= 135) { numberOfRedPixels16++; } NSLog( @"Red pixel data16 %d",numberOfRedPixels16); if (pixels-&gt;r &gt;= 136 &amp;&amp; pixels-&gt;r &lt;= 143) { numberOfRedPixels17++; } NSLog( @"Red pixel data17 %d",numberOfRedPixels17); if (pixels-&gt;r &gt;= 144 &amp;&amp; pixels-&gt;r &lt;=151) { numberOfRedPixels18++; } NSLog( @"Red pixel data18 %d",numberOfRedPixels18); if (pixels-&gt;r &gt;= 152 &amp;&amp; pixels-&gt;r &lt;=159 ) { numberOfRedPixels19++; } NSLog( @"Red pixel data19 %d",numberOfRedPixels19); if (pixels-&gt;r &gt;= 160 &amp;&amp; pixels-&gt;r &lt;= 167) { numberOfRedPixels20++; } NSLog( @"Red pixel data20 %d",numberOfRedPixels20); if (pixels-&gt;r &gt;= 168 &amp;&amp; pixels-&gt;r &lt;= 175) { numberOfRedPixels21++; } NSLog( @"Red pixel data21 %d",numberOfRedPixels21); if (pixels-&gt;r &gt;= 176 &amp;&amp; pixels-&gt;r &lt;= 199) { numberOfRedPixels22++; } NSLog( @"Red pixel data22 %d",numberOfRedPixels22); if(pixels-&gt;r &gt;= 184 &amp;&amp; pixels-&gt;r &lt;= 191) { numberOfRedPixels23++; } NSLog( @"Red pixel data23 %d",numberOfRedPixels23); if (pixels-&gt;r &gt;= 192 &amp;&amp; pixels-&gt;r &lt;= 199) { numberOfRedPixels24++; } NSLog( @"Red pixel data24 %d",numberOfRedPixels24); if (pixels-&gt;r &gt;= 200 &amp;&amp; pixels-&gt;r &lt;= 207) { numberOfRedPixels25++; } NSLog( @"Red pixel data25 %d",numberOfRedPixels25); if (pixels-&gt;r &gt;= 208 &amp;&amp; pixels-&gt;r &lt;= 215) { numberOfRedPixels26++; } NSLog( @"Red pixel data26 %d",numberOfRedPixels26); if (pixels-&gt;r &gt;= 216 &amp;&amp; pixels-&gt;r &lt;= 223) { numberOfRedPixels27++; } NSLog( @"Red pixel data27 %d",numberOfRedPixels27); if (pixels-&gt;r &gt;= 224 &amp;&amp; pixels-&gt;r &lt;= 231) { numberOfRedPixels28++; } NSLog( @"Red pixel data28 %d",numberOfRedPixels28); if (pixels-&gt;r &gt;= 232 &amp;&amp; pixels-&gt;r &lt;= 239) { numberOfRedPixels29++; } NSLog( @"Red pixel data29 %d",numberOfRedPixels29); if (pixels-&gt;r &gt;= 240 &amp;&amp; pixels-&gt;r &lt;= 247) { numberOfRedPixels30++; } NSLog( @"Red pixel data30 %d",numberOfRedPixels30); if (pixels-&gt;r &gt;= 248) { numberOfRedPixels31++; } NSLog( @"Red pixel data31 %d",numberOfRedPixels31); pixels++; numberOfPixels--; } CGContextRelease(context); } free(pixels); } return 1; } @end My problem is I want skin Tone Pixel how it could be possible Please help me out. Thanks in Advance

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