I'm having a heck of time making any headway on this. I"m trying to get the looping on a canvas working on it's own before applying to my map canvas.
I can loop images using AJAX and an XML file - pretty basic stuff: http://snowangelandotter.com/loop.html and I can display a single image on a canvas drawn from an XML file using drawImage. http://snowangelandotter.com/canvas_singleimage.html ....but I'm having troubles applying the loop concept to the canvas. I'm trying to not use jQuery. I know this part isn't really GM API V3...but it is my precursor that I need to work out before applying it to the map. Thanks for any advice or pointers.... Dave. On Mar 1, 6:41 pm, bratliff <[email protected]> wrote: > On Mar 1, 11:22 pm, C4R <[email protected]> wrote: > > > Great! > > > I've actually seen your API v2 demo there and have created similar > > ones....all API v2. > > > It's good to hear that I could something similar to that working with > > projectedOverlay and v3. > > > I'm going to work on that this week...if you have any other > > suggestions or ideas or starting points, please let me know. > > > Thanks. > > > Dave. > > If you use CANVAS you do not have to use ProjectedOverlay. The CANVAS > "drawImage" method does the rescaling for you. You could build a > subclass of OverlayView. -- You received this message because you are subscribed to the Google Groups "Google Maps JavaScript API v3" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/google-maps-js-api-v3?hl=en.
