I'm trying to make an object that can draw a portion of a large (say 2048 x 1537) image using CGContextDrawImage(…). It works just fine, except that it is extremely blurry. I'm using a "drawingController" which overrides drawLayer:inContext: like this
-(void)drawLayer:(CALayer *)layer inContext:(CGContextRef)ctx{
CGImageRef drawImage = CGImageRetain(imageToDraw);
if(drawImage) {
CGRect drawRect = CGRectMake(0, 0, 1024, 748);//Just hard coded to my window size for now.
CGContextSetInterpolationQuality(ctx, kCGInterpolationHigh);
CGContextDrawImage(ctx, drawRect, drawImage);
}
CGImageRelease(drawImage);
}
And this is how I set up my custom image hosting view:
- (id)initWithFrame:(NSRect)frame
{
self = [super initWithFrame:frame];
if (self) {
// Initialization code here.
NSString *filePath = [[NSBundle mainBundle] pathForResource:@"large" ofType:@"jpg"];
CGImageRef imageRef = [self createCGImageFromFilePath:filePath];
drawingController = [[DrawingLayerController alloc] init];
drawingController.imageToDraw = imageRef;
[self setWantsLayer:YES];
imageLayer = [[CALayer alloc] init];
imageLayer.frame = self.bounds;
imageLayer.drawsAsynchronously = YES;
imageLayer.delegate = drawingController;
[self.layer addSublayer:imageLayer];
imageLayer.contentsRect = CGRectMake(0.5, 0.265452179, 0.5, 0.486662329); //Just an example contents rect.
imageLayer.drawsAsynchronously = YES;
[imageLayer setNeedsDisplay];
[imageLayer displayIfNeeded];
}
return self;
}
Here is a portion of the image produced along side the source image at a similar zoom scale opened in Preview, so you can see just how blurry the image is as compared to the source image.
As you can see, the image produced by my code looks HORRIBLE. What is up with that?
Also, just for completeness, I have tried using a CATiledLayer for my imageLayer. The resulting image looks just as awful.
One final note: The code needs to be compatible with iOS AND OSX, but I am doing all my testing on OSX.
EDIT: Thanks to @Andrea, I've added the following above CGContextDrawImage(…)
CGFloat scale = MAX(1,MAX(CGImageGetWidth(drawImage)/drawRect.size.width,CGImageGetHeight(drawImage)/drawRect.size.height));
layer.contentsScale = scale;