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Home/ Questions/Q 7656725
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Editorial Team
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Editorial Team
Asked: May 31, 20262026-05-31T12:50:29+00:00 2026-05-31T12:50:29+00:00

I have downloaded the sample code GLPaint from developer.Apple website to draw pictures on

  • 0

I have downloaded the sample code GLPaint from developer.Apple website to draw pictures on a Canvas using OpenGL.

I have made many changes to the GLPaint application to meet my requirements. Now, I would like to save the drawn item into photo-library as an image.

I know the method to save an image in the photo-library. So, I tried to create the corresponding image file after drawing a picture. Do you know what’s the good way to do it? Any help on this is highly appreciated.

The code details are described below.

PaintingView.h

EAGLContext *context;

// OpenGL names for the renderbuffer and framebuffers used to render to this view
GLuint viewRenderbuffer, viewFramebuffer;

// OpenGL name for the depth buffer that is attached to viewFramebuffer, if it exists (0 if it does not exist)
GLuint depthRenderbuffer;

GLuint    brushTexture;
CGPoint    location;
CGPoint    previousLocation;

PaintingView.m

// Handles the start of a touch
- (void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event
{
    CGRect                bounds = [self bounds];
    UITouch*    touch = [[event touchesForView:self] anyObject];
    firstTouch = YES;
    // Convert touch point from UIView referential to OpenGL one (upside-down flip)
    location = [touch locationInView:self];
    location.y = bounds.size.height - location.y;
}

// Handles the continuation of a touch.
- (void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event
{ 

    CGRect                bounds = [self bounds];
    UITouch*            touch = [[event touchesForView:self] anyObject];

    // Convert touch point from UIView referential to OpenGL one (upside-down flip)
    if (firstTouch) {
        firstTouch = NO;
        previousLocation = [touch previousLocationInView:self];
        previousLocation.y = bounds.size.height - previousLocation.y;
    } else {
        location = [touch locationInView:self];
        location.y = bounds.size.height - location.y;
        previousLocation = [touch previousLocationInView:self];
        previousLocation.y = bounds.size.height - previousLocation.y;
    }

    // Render the stroke
    [self renderLineFromPoint:previousLocation toPoint:location];
}

// Handles the end of a touch event when the touch is a tap.
- (void)touchesEnded:(NSSet *)touches withEvent:(UIEvent *)event
{
    CGRect                bounds = [self bounds];
    UITouch*    touch = [[event touchesForView:self] anyObject];
    if (firstTouch) {
        firstTouch = NO;
        previousLocation = [touch previousLocationInView:self];
        previousLocation.y = bounds.size.height - previousLocation.y;
        [self renderLineFromPoint:previousLocation toPoint:location];
    }
}



// Drawings a line onscreen based on where the user touches
- (void) renderLineFromPoint:(CGPoint)start toPoint:(CGPoint)end
{
    static GLfloat*        vertexBuffer = NULL;
    static NSUInteger    vertexMax = 64;
    NSUInteger            vertexCount = 0,
                        count,
                        i;

    [EAGLContext setCurrentContext:context];
    glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);

    // Convert locations from Points to Pixels
    CGFloat scale = self.contentScaleFactor;
    start.x *= scale;
    start.y *= scale;
    end.x *= scale;
    end.y *= scale;

    // Allocate vertex array buffer
    if(vertexBuffer == NULL)
        vertexBuffer = malloc(vertexMax * 2 * sizeof(GLfloat));

    // Add points to the buffer so there are drawing points every X pixels
    count = MAX(ceilf(sqrtf((end.x - start.x) * (end.x - start.x) + (end.y - start.y) * (end.y - start.y)) / kBrushPixelStep), 1);
    for(i = 0; i < count; ++i) {
        if(vertexCount == vertexMax) {
            vertexMax = 2 * vertexMax;
            vertexBuffer = realloc(vertexBuffer, vertexMax * 2 * sizeof(GLfloat));
        }

        vertexBuffer[2 * vertexCount + 0] = start.x + (end.x - start.x) * ((GLfloat)i / (GLfloat)count);
        vertexBuffer[2 * vertexCount + 1] = start.y + (end.y - start.y) * ((GLfloat)i / (GLfloat)count);
        vertexCount += 1;
    }

    // Render the vertex array
    glVertexPointer(2, GL_FLOAT, 0, vertexBuffer);
    glDrawArrays(GL_POINTS, 0, vertexCount);

    // Display the buffer
    glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
    [context presentRenderbuffer:GL_RENDERBUFFER_OES];
}


// Erases the screen
- (void) erase
{
    [EAGLContext setCurrentContext:context];

    // Clear the buffer
    glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
    glClearColor(0.0, 0.0, 0.0, 0.0);
    glClear(GL_COLOR_BUFFER_BIT);

    // Display the buffer
    glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
    [context presentRenderbuffer:GL_RENDERBUFFER_OES];
}



// The GL view is stored in the nib file. When it's unarchived it's sent -initWithCoder:
- (id)initWithCoder:(NSCoder*)coder {


    CGImageRef        brushImage;
    CGContextRef    brushContext;
    GLubyte            *brushData;
    size_t            width, height;

    if ((self = [super initWithCoder:coder])) {
        CAEAGLLayer *eaglLayer = (CAEAGLLayer *)self.layer;

        eaglLayer.opaque = YES;
        // In this application, we want to retain the EAGLDrawable contents after a call to presentRenderbuffer.
        eaglLayer.drawableProperties = [NSDictionary dictionaryWithObjectsAndKeys:
                                        [NSNumber numberWithBool:YES], kEAGLDrawablePropertyRetainedBacking, kEAGLColorFormatRGBA8, kEAGLDrawablePropertyColorFormat, nil];

        context = [[EAGLContext alloc] initWithAPI:kEAGLRenderingAPIOpenGLES1];

        if (!context || ![EAGLContext setCurrentContext:context]) {
            [self release];
            return nil;
        }

        // Create a texture from an image
        // First create a UIImage object from the data in a image file, and then extract the Core Graphics image
        brushImage = [UIImage imageNamed:@"Particle.png"].CGImage;

        // Get the width and height of the image
        width = CGImageGetWidth(brushImage);
        height = CGImageGetHeight(brushImage);

        // Texture dimensions must be a power of 2. If you write an application that allows users to supply an image,
        // you'll want to add code that checks the dimensions and takes appropriate action if they are not a power of 2.

        // Make sure the image exists
        if(brushImage) {
            // Allocate  memory needed for the bitmap context
            brushData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte));
            // Use  the bitmatp creation function provided by the Core Graphics framework.
            brushContext = CGBitmapContextCreate(brushData, width, height, 8, width * 4, CGImageGetColorSpace(brushImage), kCGImageAlphaPremultipliedLast);
            // After you create the context, you can draw the  image to the context.
            CGContextDrawImage(brushContext, CGRectMake(0.0, 0.0, (CGFloat)width, (CGFloat)height), brushImage);
            // You don't need the context at this point, so you need to release it to avoid memory leaks.
            CGContextRelease(brushContext);
            // Use OpenGL ES to generate a name for the texture.
            glGenTextures(1, &brushTexture);
            // Bind the texture name.
            glBindTexture(GL_TEXTURE_2D, brushTexture);
            // Set the texture parameters to use a minifying filter and a linear filer (weighted average)
            glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
            // Specify a 2D texture image, providing the a pointer to the image data in memory
            glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, brushData);
            // Release  the image data; it's no longer needed
            free(brushData);
        }

        // Set the view's scale factor
        self.contentScaleFactor = 1.0;

        // Setup OpenGL states
        glMatrixMode(GL_PROJECTION);
        CGRect frame = self.bounds;
        CGFloat scale = self.contentScaleFactor;
        // Setup the view port in Pixels
        glOrthof(0, frame.size.width * scale, 0, frame.size.height * scale, -1, 1);
        glViewport(0, 0, frame.size.width * scale, frame.size.height * scale);
        glMatrixMode(GL_MODELVIEW);

        glDisable(GL_DITHER);
        glEnable(GL_TEXTURE_2D);
        glEnableClientState(GL_VERTEX_ARRAY);

        glEnable(GL_BLEND);
        // Set a blending function appropriate for premultiplied alpha pixel data
        glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);

        glEnable(GL_POINT_SPRITE_OES);
        glTexEnvf(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE);
        glPointSize(width / kBrushScale);

        // Make sure to start with a cleared buffer
        needsErase = YES;



    }

    return self;
}

AppDelegate.h


PaintingWindow        *window; //its a class inherited from window.
PaintingView        *drawingView;

@property (nonatomic, retain) IBOutlet PaintingWindow *window;
@property (nonatomic, retain) IBOutlet PaintingView *drawingView;

@synthesize window;
@synthesize drawingView;

AppDelegate.m

- (void) applicationDidFinishLaunching:(UIApplication*)application
{
    CGRect                    rect = [[UIScreen mainScreen] applicationFrame];
    CGFloat                    components[3];

    // Create a segmented control so that the user can choose the brush color.
    UISegmentedControl *segmentedControl = [[UISegmentedControl alloc] initWithItems:
                                            [NSArray arrayWithObjects:
                                                [UIImage imageNamed:@"Red.png"],
                                                [UIImage imageNamed:@"Yellow.png"],
                                                [UIImage imageNamed:@"Green.png"],
                                                [UIImage imageNamed:@"Blue.png"],
                                                [UIImage imageNamed:@"Purple.png"],
                                                nil]];

    // Compute a rectangle that is positioned correctly for the segmented control you'll use as a brush color palette
    //CGRect frame = CGRectMake(rect.origin.x + kLeftMargin, rect.size.height - kPaletteHeight - kTopMargin, rect.size.width - (kLeftMargin + kRightMargin), kPaletteHeight);
    CGRect frame = CGRectMake(50, 22, (rect.size.width - (kLeftMargin + kRightMargin)) - 20, kPaletteHeight);
    segmentedControl.frame = frame;
    // When the user chooses a color, the method changeBrushColor: is called.
    [segmentedControl addTarget:self action:@selector(changeBrushColor:) forControlEvents:UIControlEventValueChanged];
    segmentedControl.segmentedControlStyle = UISegmentedControlStyleBar;
    // Make sure the color of the color complements the black background
    segmentedControl.tintColor = [UIColor darkGrayColor];
    // Set the third color (index values start at 0)
    segmentedControl.selectedSegmentIndex = 2;

    // Add the control to the window
    [window addSubview:segmentedControl];
    // Now that the control is added, you can release it
    [segmentedControl release];


    [self addBackgroundSegmentControll];

    // Define a starting color
    HSL2RGB((CGFloat) 2.0 / (CGFloat)kPaletteSize, kSaturation, kLuminosity, &components[0], &components[1], &components[2]);
    // Defer to the OpenGL view to set the brush color
    [drawingView setBrushColorWithRed:components[0] green:components[1] blue:components[2]];

    // Look in the Info.plist file and you'll see the status bar is hidden
    // Set the style to black so it matches the background of the application
    [application setStatusBarStyle:UIStatusBarStyleBlackTranslucent animated:NO];
    // Now show the status bar, but animate to the style.
    [application setStatusBarHidden:NO withAnimation:YES];

    // Load the sounds
    NSBundle *mainBundle = [NSBundle mainBundle];   
    erasingSound = [[SoundEffect alloc] initWithContentsOfFile:[mainBundle pathForResource:@"Erase" ofType:@"caf"]];
    selectSound =  [[SoundEffect alloc] initWithContentsOfFile:[mainBundle pathForResource:@"Select" ofType:@"caf"]];

    [window setFrame:CGRectMake(0, 0, 768, 1024)];
    drawingView.frame = CGRectMake(0, 0, 768, 1024);

    // Erase the view when recieving a notification named "shake" from the NSNotificationCenter object
    // The "shake" nofification is posted by the PaintingWindow object when user shakes the device
    [[NSNotificationCenter defaultCenter] addObserver:self selector:@selector(eraseView) name:@"shake" object:nil];
}
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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-31T12:50:30+00:00Added an answer on May 31, 2026 at 12:50 pm

    Please refer the below link to save an OpenGL drawn item as an image in the photo-library.

    Save an OpenGL drawn item as an image

    Code Details;

    Call [self captureToPhotoAlbum]; after writing the below code.

    -(void)captureToPhotoAlbum {
    
        UIImage *image = [self glToUIImage];
        UIImageWriteToSavedPhotosAlbum(image, self, nil, nil);
    }
    
    - (UIImage *)glToUIImage {
    
        NSInteger myDataLength = 320 * 480 * 4;
    
        // allocate array and read pixels into it.
        GLubyte *buffer = (GLubyte *) malloc(myDataLength);
        glReadPixels(0, 0, 320, 480, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
    
        // gl renders "upside down" so swap top to bottom into new array.
        // there's gotta be a better way, but this works.
        GLubyte *buffer2 = (GLubyte *) malloc(myDataLength);
        for(int y = 0; y < 480; y++)
        {
            for(int x = 0; x < 320 * 4; x++)
            {
                buffer2[(479 - y) * 320 * 4 + x] = buffer[y * 4 * 320 + x];
            }
        }
    
        // make data provider with data.
        CGDataProviderRef provider = CGDataProviderCreateWithData(NULL, buffer2, myDataLength, NULL);
    
        // prep the ingredients
        int bitsPerComponent = 8;
        int bitsPerPixel = 32;
        int bytesPerRow = 4 * 320;
        CGColorSpaceRef colorSpaceRef = CGColorSpaceCreateDeviceRGB();
        CGBitmapInfo bitmapInfo = kCGBitmapByteOrderDefault;
        CGColorRenderingIntent renderingIntent = kCGRenderingIntentDefault;
    
        // make the cgimage
        CGImageRef imageRef = CGImageCreate(320, 480, bitsPerComponent, bitsPerPixel, bytesPerRow,     colorSpaceRef, bitmapInfo, provider, NULL, NO, renderingIntent);
    
        // then make the uiimage from that
        UIImage *myImage = [UIImage imageWithCGImage:imageRef];
        return myImage;
    }
    
    • For iPad or to fix the scaling issue,change all the width’s as 640 instead of 320 and height’s as 960 instead of 480. Change the
    • Height and Width values up to meet your scaling.
    • Manage the memory(free the buffers)

    Thanks.

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