How to make image rotation look clean? Android GL ES - android

I am reading the book called beginning android games.
In the book it has the following method in the SpriteBatcher class...
public void drawSprite(float x, float y, float width, float height, float angle, TextureRegion region) {
float halfWidth = width / 2;
float halfHeight = height / 2;
float rad = angle * Vector2.TO_RADIANS;
float cos = FloatMath.cos(rad);
float sin = FloatMath.sin(rad);
float x1 = -halfWidth * cos - (-halfHeight) * sin;
float y1 = -halfWidth * sin + (-halfHeight) * cos;
float x2 = halfWidth * cos - (-halfHeight) * sin;
float y2 = halfWidth * sin + (-halfHeight) * cos;
float x3 = halfWidth * cos - halfHeight * sin;
float y3 = halfWidth * sin + halfHeight * cos;
float x4 = -halfWidth * cos - halfHeight * sin;
float y4 = -halfWidth * sin + halfHeight * cos;
x1 += x;
y1 += y;
x2 += x;
y2 += y;
x3 += x;
y3 += y;
x4 += x;
y4 += y;
verticesBuffer[bufferIndex++] = x1;
verticesBuffer[bufferIndex++] = y1;
verticesBuffer[bufferIndex++] = region.u1;
verticesBuffer[bufferIndex++] = region.v2;
verticesBuffer[bufferIndex++] = x2;
verticesBuffer[bufferIndex++] = y2;
verticesBuffer[bufferIndex++] = region.u2;
verticesBuffer[bufferIndex++] = region.v2;
verticesBuffer[bufferIndex++] = x3;
verticesBuffer[bufferIndex++] = y3;
verticesBuffer[bufferIndex++] = region.u2;
verticesBuffer[bufferIndex++] = region.v1;
verticesBuffer[bufferIndex++] = x4;
verticesBuffer[bufferIndex++] = y4;
verticesBuffer[bufferIndex++] = region.u1;
verticesBuffer[bufferIndex++] = region.v1;
numSprites++;
}
My question is how do you rotate an image like the one below smoothly so that the lines in the image don't look pixelated?
I do have the image at the right size and DPI and looks great before its rotated, but when it is rotated the edges of the lines don't look so great.

You could try using LINEAR sampling instead of NEAREST, though it's hard for me to guess more without seeing a picture of the problem, or seeing your texture creation code.

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float midX = x1 + ((x2 - x1) / 2);
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like this.

android canvas draw line with pointer ended arrows both side. can anyone help me out with it.?

#Override
public void onDraw(Canvas canvas) {
/*canvas.drawLine(0, 0, 20, 20, paint);
canvas.drawLine(200, 0, 0, 200, paint);*/
/*canvas.drawLine(downxpos, downypos, upxpos, upypos, paint);*/
for (Line l : lines) {
canvas.drawLine(l.startX, l.startY, l.stopX, l.stopY, paint);
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example image
I Would like to draw the line like the image I show in canvas. I can draw the line but don't know how to add arrows to it.
Use these Methods to draw Arrow on both sides.
private void drawArrow1(Canvas canvas, Paint paint) {
double degree = calculateDegree(x, x1, y, y1);
float endX1 = (float) (x1 + ((10) * Math.cos(Math.toRadians((degree-30)+90))));
float endY1 = (float) (y1 + ((10) * Math.sin(Math.toRadians(((degree-30)+90)))));
float endX2 = (float) (x1 + ((10) * Math.cos(Math.toRadians((degree-60)+180))));
float endY2 = (float) (y1 + ((10) * Math.sin(Math.toRadians(((degree-60)+180)))));
canvas.drawLine(x1,y1,endX1,endY1,paint);
canvas.drawLine(x1, y1, endX2,endY2,paint);
}
private void drawArrow(Canvas canvas, Paint paint) {
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float endY11 = (float) (y + ((10) * Math.sin(Math.toRadians(((degree1-30)+90)))));
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float startRadians = (float) Math.atan((y2 - y1) / (x2 - x1));
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startRadians += ((x2 >= x1) ? 90 : -90) * Math.PI / 180;
return Math.toDegrees(startRadians);
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if (TextUtils.isEmpty(mText)) {
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int y = _y;
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float w = rect.width();
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float newW = scale * w;
float newH = scale * h;
float dx = (newW - w) / 2;
float dy = (newH - h) / 2;
rect.left -= dx;
rect.top -= dy;
rect.right += dx;
rect.bottom += dy;
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private float getTheta(float x, float y)
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float sx = x - (float)getWidth() / 2.0F;
float sy = y - (float)getHeight() / 2.0F;
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float ny = sy / length;
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float theta2 = theta * rad2deg;
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How to manage overlays in MapViewCompassDemo in android sdk samples

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super.dispatchDraw(canvas);
canvas.restore();
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#Override
public boolean dispatchTouchEvent(MotionEvent event) {
float[] coords = new float[] {
event.getX(), event.getY()
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adjustCoords(coords, getRotation());
MotionEvent evt = MotionEvent.obtain(event.getDownTime(), event.getEventTime(), event
.getAction(), coords[0], coords[1], event.getPressure(), event.getSize(), event
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event.getEdgeFlags());
return super.dispatchTouchEvent(evt);
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float x = coords[0];
float y = coords[1];
int centerX = getWidth() / 2;
int centerY = getHeight() / 2;
// convert to radians
float rad = (float) ((deg * Math.PI) / 180F);
float s = (float) Math.sin(rad);
float c = (float) Math.cos(rad);
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x -= centerX;
y -= centerY;
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float tmpX = x * c - y * s;
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x = tmpX;
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x += centerX;
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coords[0] = x;
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