I have a call in my app that draws a large pixmap into a canvas:
imageCanvas.graphics.DrawPicture p, 0, 0, destWidth, destHeight, sourceX, sourceY, sourceWidth, sourceHeight When destWidth/Height are much greater than sourceWidth/Height (ie at high "zoom") the pixels are anti-aliased and therefore fuzzy. Problem is my program is a scientific imaging app and I need accuracy not visually pretty pictures. When useOldRenderer=true, QuickDraw would draw the pixels without blur (that's the only way it knew how). But now we have extras we don't always want. I can't do this with useOldRenderer set to true because that would defeat translucency in other vector objects I'm also drawing atop the pixmap. Is there a way to control or defeat the anti-aliasing in graphics.DrawPicture with Quartz (I bet this imposes a hefty performance hit as well)? I found an interim solution by useOldRenderer=true for the pixmap, then =false for the vectors, but Quickdraw will one day disappear for good, so it would be good to know if this can be controlled in Quartz. Thx, Peter -- ------------------------------------------------------------------------------- Peter K. Stys, MD Professor of Medicine(Neurology), Senior Scientist Ottawa Health Research Institute, Div. of Neuroscience Ottawa Hospital / University of Ottawa Ontario, CANADA tel: (613)761-5444 fax: (613)761-5330 http://www.ohri.ca/profiles/stys.asp ------------------------------------------------------------------------------- _______________________________________________ Unsubscribe or switch delivery mode: <http://www.realsoftware.com/support/listmanager/> Search the archives of this list here: <http://support.realsoftware.com/listarchives/lists.html>
