EDIT: I tried using the push/pop thing, but now it crashes.
I have a feeling what I'm attempting to do is way off.. Is there any way to just get core graphics showing up on the screen? I need something thats able to be updated every frame, like drawing a line between two points that always move around.. Even if someone knows of a complete alternative Ill try it.
in .h
CGContextRef context;
in .m
in init method
int width = 100;
int height = 100;
void *buffer = calloc(1, width * height * 4);
context = CreateBitmapContextWithData(width, height, buffer);
CGContextSetRGBFillColor(context, 1, 1, 1, 1);
CGContextAddRect(context, CGRectMake(0, 0, width, height));
CGContextFillPath(context);
CGImageRef image = CGBitmapContextCreateImage(context);
hud_sprite = [CCSprite spriteWithCGImage:image key:@"hud_image1"];
free(buffer);
free(image);
hud_sprite.anchorPoint = CGPointMake(0, 0);
hud_sprite.position = CGPointMake(0, 0);
[self addChild:hud_sprite z:100];
in a method I call when I want to update it.
int width = 100;
int height = 100;
UIGraphicsPushContext(context);
CGContextClearRect(context, CGRectMake(0, 0, width, height)); //<-- crashes here. bad access...
CGContextSetRGBFillColor(context, random_float(0, 1),random_float(0, 1),random_float(0, 1), .8);
CGContextAddRect(context, CGRectMake(0, 0, width, height));
CGContextFillPath(context);
CGImageRef image = CGBitmapContextCreateImage(context);
UIGraphicsPopContext();
//CGContextRelease(ctx);
[[CCTextureCache sharedTextureCache] removeTextureForKey:@"hud_image1"];
[hud_sprite setTexture:[[CCTextureCache sharedTextureCache] addCGImage:image forKey:@"hud_image1"]];
free(image);