Hints

In some situations, you might want to use the 2-D graphics directly and not draw them into an image port. World-coordinate units are device independent; whereas with pixels, the point is in the middle of the pixel.

If you have a circle with a line tangent, for example, the line is not really against the circle in pixels. In world-coordinate units, the line is flush against the circle. Use regular graphics if it is important for the line to be flush against the circle. Figure 85 illustrates this point.


Do not use images in the user interface for highcontrast graphics or icons. They do not scale gracefully or maintain their resolution on different monitors. Use regular graphics if it is likely that the icon will be displayed on different monitors.


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