ImagePyramidRenderer gets squished when position is set via x or y value. Why oh why?

Hi! Im hoping Daniel or another community member has insight on this, ive been debugging an embarrasingly long time! I hope im just missing some simple adjustment.
I started a new thread to focus on the problem ( although this is related to http://community.openzoom.org/openzoo...)

Goal: put a bunch of ImagePyramidRenderer objects in one MultiScaleContainer - and give each one .x and .y values so that they will be properly lined up. The problem is that when the x or y values are non-zero, the images start to get squished. (And i believe for the same reason, some tiles do not get rendered when you zoom in.)

I've put 3 simple test cases together to demonstrate the problem and hopefully help solve this.
Note that there is a humble 200x200px teal square sprite in the topleft corner of the MultiScaleContainer.

1.
Here is an ImagePyramidRenderer with x=0. Everything works great:
http://www.dandelion.org/timescience/...

2.
Here is the same thing - but with x=864 (half the width of the ImagePyramidRenderer) (Note, I set my sceneWidth and Height equal to the size of the ImagePyramidRenderer for easier value debugging)
http://www.dandelion.org/timescience/...
You can see that the left side is shifted over, but the right side is flush with the right border. The image has been squashed horizontally. I would have expected the left side of the image to show up in the middle of the screen, but instead it is only 1/3 of the way over. I also would have expected (hoped) the right side would go off screen. Its like the MultiScaleContainer just increased its width to incorporate the content. Also note that the teal square sprite is squished.
And now if you zoom in - the right most tiles do not get rendered properly - i presume because of an inconsistency with the squishing.

3.
A final related example. I made the teal sprite very wide (3000px) - and this has a similar effect - the MultiScaleContainer seems to grow to accomodate all displayobject content. But it is all rendered in the same 300x300 application - so the content gets squished - here quite drastically, and again drastic problems with tile rendereing once you zoom in:
http://www.dandelion.org/timescience/...

*

My question and desire: How can I offset the coordinates of ImagePyramidRenderers without having the squishing and tile rendering issues?

I assume it has to do with the NormalizedViewport where everything is referenced on 0-1 basis. But I just could not make headway in tracing and debugging.

Thanks for any assistance!
Topher
 
silly I’m confused
Inappropriate?
1 person has this question

User_default_medium