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Yep, tons of anti-aliased 2D stuff, using either a 100% software renderer, CoreGraphics, or an openGL shader based renderer.


Thanks, I'll take a closer look then. How do you think it would handle with rendering massive images for canvas printing, like, say 3'x2'@300dpi or bigger pixels?


Yeah, I'm sure that'd work fine. The Image class itself doesn't have any size limits. I guess that the openGL engine might hit GPU limits on texture size, but the software renderer should handle anything you throw at it.




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