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Re: Anti-aliasing NSImage *without* drawInRect...
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Re: Anti-aliasing NSImage *without* drawInRect...


  • Subject: Re: Anti-aliasing NSImage *without* drawInRect...
  • From: Nathan Day <email@hidden>
  • Date: Sun, 2 Feb 2003 23:55:39 +1030

create a new image the size you want the final image to be, set the source image to the size you want it also, called the new images lockFocus method and then draw you source image in that.

On Sunday, February 2, 2003, at 10:57 PM, Ramon G. Ricca wrote:

Hello,

I've been lurking on this list for a while, and found that most of my questions have been answered by previous posts. But...

I am writing a board game that has drag and drop pieces. The pieces are much larger than the squares, so when I use NSImage.drawInRect with a NSGraphicsContext setImageInterpolation to "high" I get a nicely drawn image that is anti-aliased. However, I need an NSImage to pass to dragImage of the pieces. I can get a copy of the piece with no problem, but it isn't anti-aliased when I call setSize to a copy. I've tried drawing to a rect outside my view and then using dataWithPDFInsideRect from my view, but if it is out of bounds, I can't seem to get any data to pass to a new NSImage. To rephrase my question more simply, I would like to take an existing NSImage, size it smaller without drawing it to the screen. I hope this hasn't been beat to death, I looked on cocoa.mamasam and didn't find anything.

Thanks for any insights,
Ramon
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Nathan Day
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References: 
 >Anti-aliasing NSImage *without* drawInRect... (From: "Ramon G. Ricca" <email@hidden>)

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