On Sep 25, 2006, at 15:16 UTC, Phil M wrote:

> The main problem is that the Graphics object has just one resolution;
> and you have to upsample to the highest Picture resolution.  If you  
> have 100 images at 72 DPI, and just one image at 300 DPI, you need to
> set the Printer Resolution to 300 to get the full quality of that
image.

Not on the Mac, you don't.  It doesn't matter what the printer
resolution is set to; you just give it your picture, and the size at
which you want it drawn, and it'll use all the data in that picture to
draw it at full resolution (within the physical limits of the printer,
of course).

The only way your comments would make sense is if you were preparing a
huge bitmap in memory, and then sending that to the printer -- but you
shouldn't be doing that.

OR, maybe you're talking about Windows or Linux, where the printing
architecture works differently (there really is a big offscreen bitmap
under the hood for those, if I understand correctly).

> The only possible workaround is to use PixmapShapes to draw Pictures  
> at each Picture's resolution -- then it doesn't matter what the  
> Printer Resolution is set to, the printer will draw it the best that  
> it can.

That's the case anyway.  Why do you believe that a PixmapShape does
things any differently than Graphics.DrawPicture?

Best,
- Joe

--
Joe Strout -- [EMAIL PROTECTED]
Verified Express, LLC     "Making the Internet a Better Place"
http://www.verex.com/

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