Hi Andre, André Ávila <[EMAIL PROTECTED]> wrote on 03/31/2006 11:48:06 AM:
> Hi Thomas, > > I tried your approach. Much simpler than mine, indeed, but you actually lose > the dynamic behavior of the interactors. Only after the mouse is released, > the other layers are transformed. Then you just need to do exactly the same thing with the 'setPaintingTransform' method. This will make them all move in unison. > In my approach, although you manage to keep the dynamic behavior for all > canvases, synchronization is not perfect, meaning that there's a little lag > in the repaint time. This is not at all unexpected, since I basically > iterate in a list of canvases calling each one's transformation method. > Maybe threading would alleviate this, but I doubt that it would be > sufficient to keep the synchronization I want. Correct, when you modify the Rendering transform the content is rerendered for each update. > So, I'm moving on to the overlay idea. I'm thinking, to do that I'll have to > rasterize the svgs first, right? If you manipulate the setPaintingTransform this will happen automatically. It will pan/scale/rotate/etc the offscreen bitmap rather than rerender the content. Everything should be fairly quick unless you have huge canvases or many layers. > And then, in the paint() method of the > original canvas, get the rendering transform of the canvas and use it to set > the transform on the raster. Does that sound ok? It might be made to work, but setPaintingTransform is the way to go... --------------------------------------------------------------------- To unsubscribe, e-mail: [EMAIL PROTECTED] For additional commands, e-mail: [EMAIL PROTECTED]
