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



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