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.

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