(First of all, thank you to Keiron Liddle for your previous help, it was 
invaluable.)

Today's question is: how do I properly change the display size of my SVG 
graphics?

As I outlined in a previous post, I'm not using SVGCanvas, I'm just painting 
the image directly to my application's Graphics2D. Right now, I am already 
using AffineTransforms on my Graphics2D to support zooming and scrolling. 
Should I be using another AffineTransform for my root GraphicsNode in order 
to scale my SVG graphic? I tried this, and it seemed to work alright, 
however when I use the getOutline() method, it returns the shape at the 
original size.

A couple of auxiliary questions:
- What is the difference between setting the transform of the 
GraphicsNodeRenderContext as opposed to setting the transform of the 
GraphicsNode? Are there other places that I should consider setting it?

- Am I correct in assuming that the default (base) size of an SVG graphic is 
set within the SVG itself (the "width" and "height" tags of the root node)?

- Is there any way that I can display my graphic to be exactly m X n pixels, 
instead of having to specify a relative scaling factor. Or, rather, should I 
just perform some math by hand to acheive the same result?

Thank you very much!
-Eli

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