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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