I don't know why the implemented it this way in REALbasic but there
is no requirement that pictures in Quartz have to be antialiased when
they are drawn. It is actually very strange to implement it that way
given that it is slower and in more cases than not it gives undesired
results.
Björn
On 30.4.2006, at 01:50, Peter K. Stys wrote:
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
--
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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
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