[snip]
> Thanks very much for that technique -- I read it several days ago but
> am just replying now.
I guess that means it worked? I'm glad to hear it. There's no reason it
shouldn't, but I don't trust untested stuff.
> I also tried your method of reading the file in
> as pure data and copying it to my NSBitmapImageRep with a loop. That
> worked too, but it took me a few tries before I figured out how to read
> the uncompressed 24-bit BMP format I'm now using.
That's not actually what I originally suggested, but that's ok. I was
suggesting that you read it using NSBitmapImageRep, but make assumptions
about the resulting pixel format. I've written code like this before and
it was pretty easy, but making assumptions like that is a bad thing to do.
Until I researched my second answer, I didn't even know there was a
general way to do it "right".
> My maiden Cocoa project is coming along well, but there's still a lot
> of work to do -- it's pretty heavy on custom graphic manipulation,
> which is why I needed to control the imagerep so tightly. Also had to
> research spline curves for part of it; that's interesting. Wikipedia
> does a good job of explaining it.
I hope you've checked out CoreImage. With a decent graphics card you can
get some amazing speed out of it, and using the straightforward kernel
language it's very customizable. It's not really oriented toward stuff
like spline curves though, so it might not be useful to you.
> Just saw something interesting on DaringFireball that your company is
> hiring? Telecommuters at that? But it'll be a while before I can even
> apply -- my Cocoa experience is just beginning.
It's always the same story, too many projects and not enough people.
Since it's been brought up, if anybody else is following along and
interested, there's more information here:
http://www.rogueamoeba.com/company/jobs/

Signature
Michael Ash
Rogue Amoeba Software