On Friday 08 June 2001 16:49, Eli Gordon wrote:
> (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?
Sorry for the delay.
The best tip I can give you is to take a look at the ImageTranscoder class.
Scaling is done if needed or you can just skip that part if you don't need
any scaling operation.
Thierry.
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