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iOS 4 in Action: Developing iPhone and iPad Apps by Shannon Appelcline, Christopher Allen, Brandon Trebitowski, Jocelyn Harrington

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Chapter 13. Graphics: Quartz, Core Animation, and OpenGL

 

This chapter covers
  • Using Quartz 2D for drawing
  • Understanding context, paths, and state
  • Using Core Animation
  • Learning about OpenGL ES

 

As you saw in chapter 11, creating and displaying images often isn’t enough. In games and other more complex programs, you’ll also want to manipulate those images in various ways at runtime. In iOS there are two major ways to do this.

The first is through Quartz 2D, a two-dimensional drawing library that allows for complex line drawings, much as Canvas did on the web. It’s also the heart of the Core Graphics frameworks. We already touched on Quartz in chapter 11, when you drew images straight to the CALayer of a UIView; it will be the focus of the ...

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