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msimagemovieencoder's Issues

How to include .PNG images

I m having problems with -(BOOL)nextFrameInBGRCGBitmapContext:(CGContextRef *)contextRef method. I just dont manage to get it working so it would use array of images. Here is raw code

-(BOOL)nextFrameInBGRCGBitmapContext:(CGContextRef *)contextRef{
counter++;
if (counter == 100) {
return NO;
}

// UIImage *image=[UIImage imageNamed:@"imageTest.PNG"];// i just want to use this image for start
CGContextRef context = *contextRef;
//CGContextRef context = CGBitmapContextCreate(NULL, image.size.width, image.size.height, 8, 0, CGImageGetColorSpace(image.CGImage), kCGImageAlphaPremultipliedLast);

CGContextSetRGBFillColor(context, 0,0,1,1); //RED
CGContextFillRect(context, CGRectMake(0, 0, frameSize.width, frameSize.height));

CGContextSetRGBFillColor(context, 1,0,0,0.5); //BLUE with alpha of 0.5
CGContextFillEllipseInRect(context, CGRectMake(1*counter, 200, 1*counter, 1*counter));
return YES;

}

If jou could just fix this example i would appreciate it BIG time.

Did managed to include pictures like this, but colors are just wrong... any ideas?
CGContextDrawImage(context, CGRectMake(0, 0, frameSize.width, frameSize.height), (image.CGImage));

P.S: Your code is awsome otherwise...:D

Looks Like Slow Motion Video

This is super good work indeed. Helped me a lot. Specially with performance.

But I do not think below is a good thing.

-(BOOL)nextFrameInBGRCGBitmapContext:(CGContextRef*)contextRef;

Because it allows only to return true and false.

But if the frame is same (not updated with the next frame). Then it repeatedly add the same frame to the recording and when play looks like slow motion video.

Writing images in BGRA

do you have an example of how to take a CGImage and write it into a frame? Currently the color channels are all switched up

nextFrameInBGRCGBitmapContext doesn't stop when I return NO

When I return NO first time, method gets called one more time :|

-(BOOL)nextFrameInBGRCGBitmapContext:(CGContextRef *)contextRef {
    videoExportCounter++;
    if (videoExportCounter >= self.arrayOfImages.count) {
        return NO;
    }else{
        UIImage *img = [self.arrayOfImages objectAtIndex:videoExportCounter];
        CGContextRef context = *contextRef;
        CGContextDrawImage(context, CGRectMake(0, 0, self.movieWidth, self.movieHeight), img.CGImage);
        return YES;
    }
}

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