Try all of these (one might work):
UIImage *image = [self imageFromSampleBuffer:&sampleBuffer];
UIImage *image = [self imageFromSampleBuffer:(id)sampleBuffer];
UIImage *image = [self imageFromSampleBuffer:(__bridge CMSampleBufferRef)sampleBuffer];
UIImage *image = [self imageFromSampleBuffer:(__bridge id)sampleBuffer];
If none of those work, create a reference to the CMSampleBuffer's CVImageBuffer without adding any of the above to replace sampleBuffer in the UIImage method:
CVImageBufferRef cvImageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
If that does not work, you can create a separate method that converts a CMSampleBuffer to a UIImage like so:
// Create a UIImage from sample buffer data
- (UIImage *) imageFromSampleBuffer:(CMSampleBufferRef) sampleBuffer
{
// Get a CMSampleBuffer's Core Video image buffer for the media data
CVImageBufferRef imageBuffer = CMSampleBufferGetImageBuffer(sampleBuffer);
// Lock the base address of the pixel buffer
CVPixelBufferLockBaseAddress(imageBuffer, 0);
// Get the number of bytes per row for the pixel buffer
void *baseAddress = CVPixelBufferGetBaseAddress(imageBuffer);
// Get the number of bytes per row for the pixel buffer
size_t bytesPerRow = CVPixelBufferGetBytesPerRow(imageBuffer);
// Get the pixel buffer width and height
size_t width = CVPixelBufferGetWidth(imageBuffer);
size_t height = CVPixelBufferGetHeight(imageBuffer);
// Create a device-dependent RGB color space
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
// Create a bitmap graphics context with the sample buffer data
CGContextRef context = CGBitmapContextCreate(baseAddress, width, height, 8,
bytesPerRow, colorSpace, kCGBitmapByteOrder32Little | kCGImageAlphaPremultipliedFirst);
// Create a Quartz image from the pixel data in the bitmap graphics context
CGImageRef quartzImage = CGBitmapContextCreateImage(context);
// Unlock the pixel buffer
CVPixelBufferUnlockBaseAddress(imageBuffer,0);
// Free up the context and color space
CGContextRelease(context);
CGColorSpaceRelease(colorSpace);
// Create an image object from the Quartz image
UIImage *image = [UIImage imageWithCGImage:quartzImage];
// Release the Quartz image
CGImageRelease(quartzImage);
return (image);
}
This method works; it's the one I use, in fact.