I'm using the approach I found in this answer to create zoom in/out functionality for an image labeling application. However, despite dealing with relatively high resolution images (order of 1500x1500 pixels), the scaling method for zoom leads to pixelation. I checked the image in Windows Photo Viewer and I could definitely zoom in without much pixelation until much more than the 200% zoom I have in my code.
If I resize only compared to the original image (i.e. not cascading each resize call), this works just fine (this is what's in the code snippet). But in order to do this, I lose any drawing functionality. Basically, I would like to be able to do the following:
- Load an image
- Draw lines/circles/shapes/etc on it
- Zoom in (maintaining any drawing on the image)
- Draw more
- Zoom in/out at will for whatever reasons I need
In summary, the resizing-for-zoom works. It's preserving any additional drawing at each stage of the zoom that I can't seem to get.
Here's a code snippet of my resize function (heavily influenced by that answer cited before):
private void resizeImage()
{
int newImgW = (int)(this.zoom * this.imgW);
int newImgH = (int)(this.zoom * this.imgH);
BufferedImage resized = new BufferedImage(newImgW, newImgH, originalImage.getType());
graphics2D = resized.createGraphics();
graphics2D.drawImage(this.originalImage, 0, 0, newImgW, newImgH, null);
this.image = resized;
repaint();
}