Reputation: 85
I'm currently having some troubles with TTPhotoViewController : I try to display some photos (taken from my iPhone 3GS camera), and the orientation of the displayed pictures are almost always erroneous ...
I mean that for example a photo taken in landscape mode will sometimes be displayed correctly, sometimes it will be upside down, sometimes it will be rotated ...
I've also noticed that a photo taken in portrait mode will be rotated (and so will take more than the whole screen), but rotating the iPhone will make it fit the screen well ...
I think I'm going mad :) any help would be greatly appreciated, thanks by advance.
EDIT : It seems it's a matter of size. I tried to downscale my picture and TTPhotoViewController doesn't screw up anymore, and then I try to rescale it to its initial size and the problem is occuring again. I can't understand that problem as a "memory limit" one, as my picture was taken with my iPhone ; moreover a UIImageView display it well ...
If anyone has a suggestion ...
Upvotes: 1
Views: 1333
Reputation: 4762
for resizing both landscape and portrait images with correct orientation from camera roll and gallery I use this function:
-(UIImage *)resizeImage:(UIImage *)image
{
CGImageRef imageRef = [image CGImage];
CGImageAlphaInfo alphaInfo = CGImageGetAlphaInfo(imageRef);
CGColorSpaceRef colorSpaceInfo = CGColorSpaceCreateDeviceRGB();
if (alphaInfo == kCGImageAlphaNone)
{
alphaInfo = kCGImageAlphaNoneSkipLast;
}
int width, height;
width = 640;
height = 480;
CGContextRef bitmap;
if (image.imageOrientation == UIImageOrientationUp | image.imageOrientation == UIImageOrientationDown)
{
bitmap = CGBitmapContextCreate(NULL, width, height, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, alphaInfo);
}
else
{
bitmap = CGBitmapContextCreate(NULL, height, width, CGImageGetBitsPerComponent(imageRef), CGImageGetBytesPerRow(imageRef), colorSpaceInfo, alphaInfo);
}
if (image.imageOrientation == UIImageOrientationLeft)
{
NSLog(@"image orientation left");
CGContextRotateCTM (bitmap, radians(90));
CGContextTranslateCTM (bitmap, 0, -height);
}
else if (image.imageOrientation == UIImageOrientationRight)
{
NSLog(@"image orientation right");
CGContextRotateCTM (bitmap, radians(-90));
CGContextTranslateCTM (bitmap, -width, 0);
}
else if (image.imageOrientation == UIImageOrientationUp)
{
NSLog(@"image orientation up");
}
else if (image.imageOrientation == UIImageOrientationDown)
{
NSLog(@"image orientation down");
CGContextTranslateCTM (bitmap, width,height);
CGContextRotateCTM (bitmap, radians(-180.));
}
CGContextDrawImage(bitmap, CGRectMake(0, 0, width, height), imageRef);
CGImageRef ref = CGBitmapContextCreateImage(bitmap);
UIImage *result = [UIImage imageWithCGImage:ref];
CGContextRelease(bitmap);
CGImageRelease(ref);
return result;
}
Upvotes: 2
Reputation: 1858
You probably set size: attribute of the photoSource to some wrong value.
Edit: Unfortunately i don't have another suggestion for your problem, however i have a warning. You should definitely scale your image before display, 1536x2048 is way too large for iphone to handle, and totally unnecessary for a 320x480 screen. Otherwise you are sure to have app crashes due to low memory in the future - if not now.
Upvotes: 1