@Michel Bujardet : This is exactly what I did in the “normal” mode in my test project:
[code]dim p As new Picture(w * 2, h * 2)
mainCanvas.Backdrop = p[/code]
But the result is that the picture is drawed in non-retina to the canvas, so in double size.
Note how I use g.ScaleX to get the actual scale of the screen.
In my example, in non Retina, since ScaleX would be 1, the picture would be at the correct scale.
[quote=381438:@Michel Bujardet]What you also need is to detect if you are in Retina mode to make the picture with twice as much pixels on each side.
[/quote]
Actually, you can call TrueWindow.BitmapForCaching(width,height) and itll do all that work for you automatically, depending on the screen the window is on.
Yes … ScaleX and Y are 2 in my case. So for my device Width * 2 is the correct size.
@Greg O’Lone : Thanks, this is the most elegant way, with best render result.
I will start implementing this concept now.
Demo project is updated.
Here is a stripped demo project just with the bitmap solution.
http://downloads.revolversoftware.com/dev/canvas_bitmap.zip
Maybe it is helpful for somebody.
Actually, you can call TrueWindow.BitmapForCaching(width,height) and itll do all that work for you automatically, depending on the screen the window is on.
That is what I get for not reading thoroughly enough release notes
I did not realize that existed. It is definitely easier. Thank you Greg.