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Home/ Questions/Q 8184451
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Editorial Team
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Editorial Team
Asked: June 7, 20262026-06-07T01:30:28+00:00 2026-06-07T01:30:28+00:00

I have been trying so much but have no solution find out yet. I

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I have been trying so much but have no solution find out yet. I have to implement the painting and erasing on iOS so I successfully implemented the painting logic using UIBezierPath. The problem is that for erasing, I implemented the same logic as for painting by using kCGBlendModeClear but the problem is that I cant redraw on the erased area and this is because in each pass in drawRect i have to stroke both the painting and erasing paths. So is there anyway that we can subtract erasing path from drawing path to get the resultant path and then stroke it. I am very new to Core Graphics and looking forward for your reply and comments. Or any other logic to implement the same. I can’t use eraser as background color because my background is textured.

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  1. Editorial Team
    Editorial Team
    2026-06-07T01:30:31+00:00Added an answer on June 7, 2026 at 1:30 am

    You don’t need to stroke the path every time, in fact doing so is a huge performance hit. I guarantee if you try it on an iPad 3 you will be met with a nearly unresponsive screen after a few strokes. You only need to add and stroke the path once. After that, it will be stored as pixel data. So don’t keep track of your strokes, just add them, stroke them, and get rid of them. Also look into using a CGLayer (you can draw to that outside the main loop, and only render it to your rect in the main loop so it saves lots of time).

    These are the steps that I use, and I am doing the exact same thing (I use a CGPath instead of UIBezierPath, but the idea is the same):

    1) In touches began, store the touch point and set the context to either erase or draw, depending on what the user has selected.

    2) In touches moved, if the point is a certain arbitrary distance away from the last point, then move to the last point (CGContextMoveToPoint) and draw a line to the new point (CGContextAddLineToPoint) in my CGLayer. Calculate the rectangle that was changed (i.e. contains the two points) and call setNeedsDisplayInRect: with that rectangle.

    3) In drawRect render the CGLayer into the current window context ( UIGraphicsGetCurrentContext() ).

    On an iPad 3 (the one that everyone has the most trouble with due to its enormous pixel count) this process takes between 0.05 ms and 0.15ms per render (depending on how fast you swipe). There is one caveat though, if you don’t take the proper precautions, the entire frame rectangle will be redrawn even if you only use setNeedsDisplayInRect: My hacky way to combat this (thanks to the dev forums) is described in my self answered question here, Otherwise, if your view takes a long time to draw the entire frame (mine took an unacceptable 150 ms) you will get a short stutter under certain conditions while the view buffer gets recreated.

    EDIT With the new info from your comments, it seems that the answer to this question will benefit you -> Use a CoreGraphic Stroke as Alpha Mask in iPhone App

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