Based on the responses to a previous question, I\'ve created a category on UIImageView for extracting pixel data. This works fine in the simulator, but not when deployed to
You could try the following alternative approach:
This approach works for me on the simulator and device.
I think R B G is wrong. You have:
UInt8 red = data[offset];
UInt8 blue = data[offset+1];
UInt8 green = data[offset+2];
But don't you really mean R G B? :
UInt8 red = data[offset];
UInt8 green = data[offset+1];
UInt8 blue = data[offset+2];
But even with that fixed there's still a problem as it turns out Apple byte swaps (great article) the R and B values when on the device, but not when on the simulator.
I had a similar simulator/device issue with a PNG's pixel buffer returned by CFDataGetBytePtr.
This resolved the issue for me:
#if TARGET_IPHONE_SIMULATOR
UInt8 red = data[offset];
UInt8 green = data[offset + 1];
UInt8 blue = data[offset + 2];
#else
//on device
UInt8 blue = data[offset]; //notice red and blue are swapped
UInt8 green = data[offset + 1];
UInt8 red = data[offset + 2];
#endif
Not sure if this will fix your issue, but your misbehaving code looks close to what mine looked like before I fixed it.
One last thing: I believe the simulator will let you access your pixel buffer data[]
even after CFRelease(bitmapData)
is called. On the device this is not the case in my experience. Your code shouldn't be affected, but in case this helps someone else I thought I'd mention it.
It looks like that in the code posted in the original questions instead of:
NSUInteger x = (NSUInteger)floor(point.x);
NSUInteger y = height - (NSUInteger)floor(point.y);
It should be:
NSUInteger x = (NSUInteger)floor(point.x);
NSUInteger y = (NSUInteger)floor(point.y);