i have testet selfhandling zoom, but i get to much rounding errors because the fonts! <http://dict.leo.org/?p=2Ib6..&search=error>
Rob Ross schrieb am 11.02.2004 15:53:
When I've rendered text at different resolutions, I've just set the transform on the Graphics2D before rendering. Unless its an outline font, it might not scale well. I've also used the TextLayout class, which knows about the transform via the FontRenderContext you pass in (and got from the graphics).
David
Michael mentioned he was using BufferedImage. I wonder if he's pre-rendering his rectangles as BufferedImages and then zooming those when he draws them to the Graphics? If so then he's getting the behavior one would expect. Instead of using BufferedImages, if he can just re-render his paintings with the new scale size, shouldn't the Fonts "do the right thing" and draw themselves bigger and smoother?
Also, one suggestion I have is you could query the zoom factor in your paint method, and actually set the graphics to use a larger-scaled font, and use a multiplier to draw your other objects, i.e., handle the zooming yourself without using a transform. It's more work but you'd have more control of the Font printing.
Rob
Quoting Michael Seele <[EMAIL PROTECTED]>:
hi guys, i have a big problem: my application shows lot of rectangles which can be dragged on the screen. the application also supports zooming, i implement this with transform scale. is it possible to use double buffering to draw the rectangles(they contains lot of text). when i use the standart bufferedImage, the text looks not very good. for example i add two screenshoots. one in 100% and one in 400%!!! thanks
-- Mit freundlichen Gruessen Michael Seele([EMAIL PROTECTED])
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