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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