I am again here with two Question, both inter-related
I am adding the code that I am using to draw lines..
for (int i=0; i<[currentPath count]; i++)
{
CGPoint mid1 = [[self midPoint:[currentPath objectAtIndex:i+1] :[currentPath objectAtIndex:i]] CGPointValue];
CGPoint mid2 = [[self midPoint:[currentPath objectAtIndex:i+2] :[currentPath objectAtIndex:i+1]] CGPointValue];
CGContextMoveToPoint(context, mid1.x, mid1.y);
CGContextAddQuadCurveToPoint(context, [[currentPath objectAtIndex:i+1] CGPointValue].x, [[currentPath objectAtIndex:i+1] CGPointValue].y, mid2.x, mid2.y);
CGContextSetShadow(context, CGSizeMake(-2, -2), 3);
CGContextSetLineCap(context, kCGLineCapRound);
CGContextSetStrokeColorWithColor(context,[color CGColor]);
CGContextSetLineWidth(context, linewidth);
CGContextStrokePath(context);
i+=2;
}
I found my solution.. Problem was very silly... I was stoking path on every iteration which was creating the issue.. Now I can draw even with alpha less then 1..
CGContextStrokePath(context);
This line goes outside for loop.. And all is working fine now :)
For your overlapping shadows, you want a transparency layer to composite them first. See Transparency Layers in the Quartz 2D Programming Guide.
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