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A graphics context also provides bitmap primitives allowing two ways of drawing a bitmap on a graphics device:
starting at a certain point, stretched or compressed to its size in twips
stretched or compressed to fit a rectangle of a given size and position
A linear DDA is used when calculating bitmap stretching and compression.
Scaling a bitmap is unavoidably slow, and where possible it is better
to use the faster bitmap operations provided by a bitmap graphics context, such
as CBitmapContext::BitBlt()
.
If the bitmap has to be scaled, consider creating a bitmap to do this off-screen. The scaled bitmap can then be blitted to the screen.