On 10 Jul 2015, at 14:41, Rogerio Nicolau <r.nico...@learningclip.co.uk> wrote:
> 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. Sounds like a different bug then. Mine is QTBUG-47152 > 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