Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!wuarchive!kuhub.cc.ukans.edu!mlab2 From: mlab2@kuhub.cc.ukans.edu Newsgroups: comp.sys.mac.programmer Subject: Re: Large Offscreen Drawing - help please Message-ID: <27010.2748125d@kuhub.cc.ukans.edu> Date: 19 Nov 90 22:11:57 GMT References: <11722@hubcap.clemson.edu> Organization: University of Kansas Academic Computing Services Lines: 27 In article <11722@hubcap.clemson.edu>, jcocon@hubcap.clemson.edu (james c oconnor) writes: > A friend and I are fiddling around with off screen drawing to give zooms > and fast scrolling on some graphical data. On the zoom, we allocate a > huge bitmap (16,000 by 16,000) on an offscreen port. We then call eraseRect > on the (0,0) and (16000,16000), but it only clears the upper left corner > of the bitmap, and scrolling around shows dirty memory. Aside from the > wisdom of allocating such a large block of memory (we are PLAYING), is there > something we are missing? > > Jim I'll second that problem. I've noticed that the largest size I've been able to attain is 512x342. Sound familiar? It's the size of my Plus's screen. So, in creating the port, it occurred to me maybe I need to allocate a size larger that GrafPort. So, when I created the port, I added some large number to the size. No go. Perhaps the port size needs to be told it's larger. A call to PortSize was a no go as well. Clipping rect perhaps? Expanded that. No. What are we missing? VisRgn? Is there an order that is important? Anyone been able to drop a large port offscreen? As a cheap fix, I've opened several screensize ports and used scrolling rect fragments to grab the appropriate pieces from, say, 4 different offscreens. CopyBit these 4 rects into one ONscreen port. john calhoun