I\'m rotating UIImageView using this:
[UIView beginAnimations:nil context:nil];
[UIView setAnimationBeginsFromCurrentState:YES];
[UIView setAnimationCurve:UI
OK, I'm answering my own question again, hopefully it will be useful for somebody in future... Coming back to CGImageRotatedByAngle as I previously said it gives almost required effect but coordinate system translation sequence must be slighly altered. And here is the way I got the desired result:
- (CGImageRef)CGImageRotatedByAngle:(CGImageRef)imgRef angle:(CGFloat)angle {
CGFloat angleInRadians = angle * (M_PI / 180);
CGFloat width = CGImageGetWidth(imgRef);
CGFloat height = CGImageGetHeight(imgRef);
CGRect imgRect = CGRectMake(0, 0, width, height);
CGAffineTransform transform = CGAffineTransformMakeRotation(angleInRadians);
CGRect rotatedRect = CGRectApplyAffineTransform(imgRect, transform);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef bmContext = CGBitmapContextCreate(NULL,
rotatedRect.size.width,
rotatedRect.size.height,
8,
0,
colorSpace,
kCGImageAlphaPremultipliedFirst);
CGContextSetAllowsAntialiasing(bmContext, YES);
CGContextSetShouldAntialias(bmContext, YES);
CGContextSetInterpolationQuality(bmContext, kCGInterpolationHigh);
CGColorSpaceRelease(colorSpace);
CGContextTranslateCTM( bmContext, 0.5f * rotatedRect.size.width, 0.5f * rotatedRect.size.height ) ;
CGContextRotateCTM(bmContext, angleInRadians);
CGContextDrawImage(bmContext, CGRectMake(-imgRect.size.width* 0.5f, -imgRect.size.height * 0.5f,
imgRect.size.width,
imgRect.size.height),
imgRef);
CGImageRef rotatedImage = CGBitmapContextCreateImage(bmContext);
CFRelease(bmContext);
[(id)rotatedImage autorelease];
return rotatedImage;
}