I\'m trying to develop a complex painting application on the iPhone. I\'m currently drawing using Quartz (e.g. CGContext
...). Unfortunately the Quartz overhead is
It's definitely possible. The trick is to use glReadPixels to pull the image data out of the OpenGL framebuffer into memory you can use. Once you have a pointer to the image data, you can use CGDataProviderCreateWithData and CGImageCreate to create a CGImage from the data. I'm working on an OpenGL-based drawing app that uses this technique a lot!