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Home/ Questions/Q 6010043
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Editorial Team
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Editorial Team
Asked: May 23, 20262026-05-23T02:03:35+00:00 2026-05-23T02:03:35+00:00

I’m trying to paint a full RGB color map that eventually will allow a

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I’m trying to paint a full RGB color map that eventually will allow a user to select a color by tapping that visual map at any point. My current code is the following:

- (void)drawRect:(CGRect)rect
{
    CGContextRef c = UIGraphicsGetCurrentContext();

    for (float x=0; x<320; x++) {
        for (float y=0; y<416; y++) {

            float r = x / 320;
            float g = y / 416;
            float b = (y < 208) ? y / 208 : (416 - y) / 208;

            CGContextSetRGBFillColor(c, r, g, b, 1.0);
            CGContextFillRect(c, CGRectMake(x, y, 1, 1));

        }
    }
}

The result is not too bad but I’m not satisfied yet. The spectrum misses bright colors including white. The reason is clear: red, green and blue will never reach 1.0 at the same time.

Screenshot of the resulting color map

Do you have any advise how to improve that map so it represents the full spectrum of the RGB color space?

Thanks for all your input!

UPDATE:

As suggested by Josh Caswell I’ve used the HSB color space and the following code:

- (void)drawRect:(CGRect)rect
{
    CGContextRef c = UIGraphicsGetCurrentContext();

    int size = 20;

    for (float x=0; x<320; x+=size) {

        float s = x < 160 ? 1       : (320 - x) / 160;
        float b = x < 160 ? x / 160 : 1;

        for (float y=0; y<416; y+=size) {

            float h = y / 416;

            [[UIColor colorWithHue:h saturation:s brightness:b alpha:1.0] setFill];
            CGContextFillRect(c, CGRectMake(x, y, size, size));
        }
    }
}

This results in the following output which is perfect for my needs.

Result using HSB color space

Thanks for all input!

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-05-23T02:03:36+00:00Added an answer on May 23, 2026 at 2:03 am

    Well, you’re trying to flatten a three-dimensional object onto a plane. An RGB color basically represents a point inside of a cube. Mapping the RGB solid onto a surface may be mathematically possible, but probably won’t be particularly intuitive for this color-selection purpose.

    You might have better luck using HSB, which is more like a cylinder with hue as angle around the circumference. You could “unroll” the cylinder, mapping hue to the y coordinate, then vary either brightness or saturation along the x axis — you can do some simple testing to decide which component is more important for your application. A two-finger-swipe could be used for the third component if you felt it was necessary to include it.

    HSB with saturation on X-axis:
    HSB map; S on X axis

    With brightness on X-axis:
    HSB map; B on X axis

    With saturation and brightness equal and both on X-axis:
    HSB map; S=B on X axis

    If you need white, which occurs when S = 0%, B = 100%, you could either stick a strip along one side, or try S = 1/B.

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