CATiledLayer uses different set of tiles to handle different levels of zoom This example is exactly what we left from previous part of this tutorial. Based on some further logging I’ve added to the example project, I think the problem is this: The CATiledLayer has two render threads that. Let’s take a look at a CATiledLayer demo. I first ran across the CATiledLayer class when I was looking into a multithreaded, tiled.

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The following function is a very slight re-write of the preexisting pathGroupsForTileView: Sign up using Facebook. The number of path crossings in the even-odd diagram that form the pentagon shape is even, so the pentagon is not filled, whereas the number path crossings that form each triangle is odd, so the triangles are filled. Example Example code that demonstrates this issue: I have the following:.

Pholio Coder’s Guide: Tiling Large Images – Brian’s Brain

I should have just stopped talking and tried what you said. This property does not exist in runtime environments prior to iOS 4.

Add this method to the automatically generated implementation file: As you might expect, you can cayiledlayer change the gravity to top, top-right, right, bottom-right, bottom, bottom-left, left and top-left. You can find the code at IPPhoto. This demo completely punts on one of the trickiest problems that would be encountered in a production implementation of CATiledLayer ; no effort is made to associate geometry with the proper tiles.


Together, they make it unready for production use. Minimize this behavior by using smaller tiles the tiles used in the above example were cut to x and by creating a custom CATiledLayer subclass and overriding fadeDuration to return The actual tile rendering code is essentially the same as that in the drawRect: But what you might not know is that each view in iOS is backed by another class called a layer — a CALayer to be specific.

CALayer Tutorial for iOS: Getting Started

He was working with full-resolution 10 Catiledlqyer images on an iPad 1. These are CATransform3D properties that represent elements of a matrix that comprises a rectangular array of rows and columns. Open up a new project or work with one of your existing ones, and see how you can utilize layers to achieve better performance or do new things to wow your users, and yourself!

Tiling My first attempt at handling large images relied upon tiling. Okay — that was a lot of ground to cover. This is a handy app that includes examples of 10 different types of CALayer s, which you’ll learn about in this article.

When attached to views, layers automatically have their contentsScale set to the appropriate scale factor for the current screen. See the update function here: Hit test each one and break out as soon as a hit is detected, since there are no benefits to hit testing remaining layers.

CATiledLayer – Core Animation | Apple Developer Documentation

Pretty cool effect with just catiledllayer few lines of code, eh? Build and run the project, just to ensure the old stuff still works. Layer Player also catiledlaer playback controls:. Then observe touches and cycle through the sublayers of the transform layer. I have a large image, a map, that is x All layer classes, not just CATextLayerrender at a scale factor of 1 by default.


As more data is required by the renderer, the layer’s draw in: In the above code, you create a gradient layer, match its frame to the bounds of someViewassign an array of colors, set start and end points, and add the gradient layer to the view hierarchy.

AVPlayer has you covered. I’m assuming it has something catiledlayr do with the tile size and the zoom scale, but I really have no clue how to solve the problem. To learn more about matrix transformations like those used in this example, check out 3DTransformFun project by fellow tutorial team member Rich Turton and Enter The Matrix project by Mark Pospesel. The map looks perfect. A customer contacted me telling me that the program was crashing. Depth can also be preserved to give the replicator layer a 3D effect.

The previous changes are not animated, and if isGeometryFlipped is not set to truethe positional geometry and shadow will be upside-down. The original tutorial was written by Scott Gardner.

This blurriness is the result of levels of detail maintained by the layer.