Laurent Veilleux wrote: >> So what canvas are you using? a2dCanvas or a2dCanvasSim. > > Hi i am using the a2dCanvasSim
I see, in that case it is a subimage of the total image you need to draw/blit. Well if it works, why not. I was just wondering that for a general solution (a2dAggDrawer save), it would be a good idea to divide the whole background image into tiles, and draw those tiles in normal world coordinates (as if they are placed on the canvas). When zooming (deep) only a few will be drawn, and the scaling will be small. The real problem is currently that the image is first scaled to the size it is in pixels (sometimes huge!!), and next only a small part is actually drawn. Klaas -- Unclassified ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ _______________________________________________ Wxart2d-users_dev mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/wxart2d-users_dev
