(First of all, thank you to Keiron Liddle for your previous help, it was
invaluable.)
Today's question is: how do I properly change the display size of my SVG
graphics?
As I outlined in a previous post, I'm not using SVGCanvas, I'm just painting
the image directly to my application's Graphics2D. Right now, I am already
using AffineTransforms on my Graphics2D to support zooming and scrolling.
Should I be using another AffineTransform for my root GraphicsNode in order
to scale my SVG graphic? I tried this, and it seemed to work alright,
however when I use the getOutline() method, it returns the shape at the
original size.
A couple of auxiliary questions:
- What is the difference between setting the transform of the
GraphicsNodeRenderContext as opposed to setting the transform of the
GraphicsNode? Are there other places that I should consider setting it?
- Am I correct in assuming that the default (base) size of an SVG graphic is
set within the SVG itself (the "width" and "height" tags of the root node)?
- Is there any way that I can display my graphic to be exactly m X n pixels,
instead of having to specify a relative scaling factor. Or, rather, should I
just perform some math by hand to acheive the same result?
Thank you very much!
-Eli
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