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Home/ Questions/Q 800739
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Editorial Team
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Editorial Team
Asked: May 14, 20262026-05-14T23:20:08+00:00 2026-05-14T23:20:08+00:00

I’ve read all Apple documentation on the iPhone development and there’s nothing that describes

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I’ve read all Apple documentation on the iPhone development and there’s nothing that describes how to do it.

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  1. Editorial Team
    Editorial Team
    2026-05-14T23:20:09+00:00Added an answer on May 14, 2026 at 11:20 pm

    The drawing on iPhone is not pixel-oriented in this way. You can draw a rectangle of size 1×1 using the Quartz API if you want in your drawRect: method:

    CGColorRef colorRef = CGColorCreateGenericRGB(r, g, b, a);
    CGContextRef context = UIGraphicsGetCurrentContext();
    CGContextSetFillColorWithColor(context, colorRef);
    // This next line does the drawing; repeat for as many x,y pairs as you want.
    CGContextFillRect(context, CGRectMake(x,y,1,1)); 
    CGColorRelease(colorRef);
    

    But you wouldn’t want to fill the entire screen using this method, it’s crazy slow. You should think in terms of vectors: lines, rectangles, other polygons. This applies to both Quartz (like the above) and OpenGL.

    If you really are doing something that ends up rendering pixel-at-a-time filling a whole screen, your best bet may be using Quartz to create an offscreen bitmap context, writing to the bitmap memory directly per-pixel, and then drawing the whole thing to the drawing context inside drawRect:. You could also use OpenGL to draw a series of single-pixel sized GL_POINTs (instead of triangles), which may be faster depending on what you’re doing.

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