I have the Canvas larger than the screen actually, it's inside a 
ScrollView so the user can scroll if needed. I did try reducing it to an 
area smaller than the screen size, but that does not change the behaviour.


On 10/07/2015 12:07, Rutledge Shawn wrote:
> On 10 Jul 2015, at 12:50, Rogerio Nicolau <r.nico...@learningclip.co.uk> 
> wrote:
>
>> Hi
>>
>> This is a hardware specific issue and I suspect a problem in a lower
>> layer than Qt, but I wanted to check if anyone might have some other idea.
>>
>> The problem happens on a Tegra Note Android tablet, other
>> hardware/platforms work fine. When I set a Canvas object's renderTarget
>> to Canvas.FramebufferObject and use a Context2D to draw to it, what is
>> drawn on the screen is scaled down by a factor of 0.625 (even though the
>> canvas transform has not been changed in anyway).
>> Using Canvas.Image does not cause the problem, unfortunately I can't use
>> that because it is too slow (basically the app captures mouse move
>> events to sketch in real time and the capture rate decreases too much).
>>
>> Any suggestions?
> How small are you trying to render?  I noticed this only at small sizes, on 
> Linux, so worked around it by setting the Canvas width and height to double 
> the desired size and then setting scale to 0.5.  But I wasn’t trying to draw 
> interactively with the mouse, so that’s kindof an impractical workaround in 
> that case...
>
>


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