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... > > _______________________________________________ Interest mailing list Interest@qt-project.org http://lists.qt-project.org/mailman/listinfo/interest