Drawing, using actual pixels, on retina display?

Try this instead: CGContextMoveToPoint(context, 0.5, 0); CGContextAddLineToPoint(context, 0.5, 959) Why: A 1.0 pixel wide line will be centered on the coordinates you give it. So if you start at (0, 0), half of the line will be in the column from -1 to 0, and half of the line will be in the column from 0 to 1. Integer coordinates give you the corners of the pixels, which is good for things like raster images.

Try this instead: CGContextMoveToPoint(context, 0.5, 0); CGContextAddLineToPoint(context, 0.5, 959); Why: A 1.0 pixel wide line will be centered on the coordinates you give it. So if you start at (0, 0), half of the line will be in the column from -1 to 0, and half of the line will be in the column from 0 to 1. Integer coordinates give you the corners of the pixels, which is good for things like raster images.

There is stil the problem in some functions like: CGContextAddRect(...) I'm using many different CG functions and many loops in my app. Is there some way to map to pixels and not to edge of pixels? – nik Nov 17 at 2:14 The code I give above maps to pixels and not to edges of pixels.

– Dietrich Epp Nov 17 at 3:03.

I cant really gove you an answer,but what I can give you is a way to a solution, that is you have to find the anglde that you relate to or peaks your interest. A good paper is one that people get drawn into because it reaches them ln some way.As for me WW11 to me, I think of the holocaust and the effect it had on the survivors, their families and those who stood by and did nothing until it was too late.

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