WTF...Windows Canvas Draw Slow as hell

@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 it’ll 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.

That is what I get for not reading thoroughly enough release notes :smiley:

I did not realize that existed. It is definitely easier. Thank you Greg.