ActionScript 3.0 :: Flex Image Zooming With Anti-aliasing?
Oct 13, 2010
I'm working on a newspaper reading application using Flex, which displays scanned newspaper pages. I need to make a image zooming function, so the user can zoom in and out, as the minimum of 25% and the maximum of 400% in the size.This is what I have so far:In the mxml:
I have embedded it using flex then loaded the swf in flash CS4 to make it available. But its very blurry and I can find a way to turn off anti-aliasing in as3.Its the right size and placed with whole numbers. The reason I have embedded this method is because I don't want to load an entire font library.
i am trying to use an embed font in a movie. while editing, everything looks great but when i publish to swf, the text displays pixelized and rough, as no the anti-aliasing is not applied. any tips on how to correct this? i imported the font properly to my working library and set the linkage to "export to actionscript". I also noticed that when i do not import the font to library, the font displays just fine..
I had been using Flash MX 2004 previously to create sprites for video games. In the "export" dialog, there was a check box labeled 'smooth,' which I could un-check in order to retain the hard edges that I needed in order to use the sprites in a game.Somewhat recently, I upgraded to Flash CS4. I have since noticed that, while the 'smooth' checkbox is still there in the "export" dialog, it doesn't do anything.I have tried many different options for exporting, including all different kinds of file types. Through this experimentation, I also noticed:1) that even though it is possible to choose a palette when exporting a .gif, the exported image does not use this palette, and2) that if one exports the image as an Adobe Illustrator file, the colors are wrong.
When rotating a bitmap with actionscript, the edges are jagged and not properly anti-aliased. How do you force anti-aliasing of the bitmap ? this.stage.quality = StageQuality.BEST; // Tried this, but seems useless var imgFromLib = new imgFromLib (); imgFromLib.rotation = 30;
I was wondering if there was a way to get better anti-aliasing than the StageQuality BEST/HIGH, where the Vector graphics are anti-aliased using a 4 x 4 pixel grid. I was thinking going maybe a 8 x 8?
I would be using it only temporarily, to .draw vector graphics into bitmapdatas, so performance wouldn't really be issue. I can always tell that Im looking at a vector graphic in Flash by the slightly poorer aliasing than if you look at the same vector path in photoshop etc. Just being a perfectionist I suppose
I've been looking in to this problem for a while now and have pretty much come to a dead end, so thoughtOur games purely use pixel art and run at 640x480, but our latest title will run as a projector in full-screen mode. I've got everything working fine, but when running in full-screen everything gets anti-aliased which of course affects the pixelated look of the game. Here's the code I'm using:
stage.fullScreenSourceRect = new Rectangle(0, 0, 640, 480); stage.displayState = StageDisplayState.FULL_SCREEN;
I'm wondering if it's possible to run the game full-screen without anti-aliasing? So far I've found a couple of partial solutions to this:
I have some nasty issue. I need to display dynamically loaded HTML document with images but my designer wants the document to be presented in angular (slopy) manner rather than simply vertically placed on stage. HTML document is loaded inside a .htmlText property of a textField.
While the texts itself renders perfectly with embedded fonts and "AntiAlias for readability" I have a huge problem with images inside HTML. For whatever reason they look nasty aliased - complete disaster:
Is there any way to get better quality in this case?
I've been trying to achieve the same anti-aliasing (for readability) effect with as3 as if the textField was created manually, but I just keep running into a problem. When I try to add AA(txtfield.sharpness and thickness) to text I can't get any result apart from the text appearing in the same old for animation formation. The funny thing is this only happens when the font size is lower than 20px. I've uploaded an example aswell as a source file (manually created textfield on the left, textfield created with as3 on the right): [URL]. Is this somekind of font issue with Helvetica Neue, weird flash issue or is it me?
I'm doing a lot of lineTo() operations within a sprite but now I need to draw a line WITHOUT anti-aliasing applied. I assumed it would be easy enough to disable anti-aliasing either for a single draw operation, or in the very least for the entire sprite - but I'm really struggling to work out how to do that.
I have a Flex component with a background image. The image is sharp in the beginning, but is jagged whenever I scale the component using scaleX and scaleY. How would I make the image anti-alias so that, it it's scaled to 0.75, the lines are smooth, not jaggedy?
Basically I want to know if there is a way to go from a zoomed in version of something, and then seeing the whole image in another frame. (By pressing a button)
Let's say there's a tree, I would bascially like (upon pressing a button which I can do) to zoom out and see the whole scenery. Is there a way I can do this without actually changing the size of the image?
I have a photo gallery. All the photos are displayed as thumbnails. When a user clicks on a thumbnail, the preview will be displayed in a canvas with full size. Now, I want to zoom the displayed image as much as possible.
how to zoom the image displayed with the help of an item renderer.If i apply the Zoom effect on rollover ,the particular cell zooms the image with the scroll bars. Is their any other way of doing this without showing the scrollbars.
i have a mobile application that i am creating in Adobe Flex (Flash Builder 4), and i am trying to create a zoom function. The one i have works, but the point is to be able to more easily read words that are in the image (the images are .jpg files). The images are 2550x3300 originally, but as soon as you zoom, the image quality reduces drastically, and nothing is readable.
I have a flash application in which I need to scale a MovieClip.This MovieClip contains an image (in a Loader) with a resolution of 1024x768 (which is the size of the MovieClip as well).When I want to scale this MovieClip to 80% I do:
The problem is the resulting scaled image has aliasing and is not of good quality. Is there a way to change the scaling algorithm used to get a better image?Or is there a better way to scale MovieClips? I can't rely on bitmap data because this MovieClip may contain another SWF with video for example and it must scale regardless of its internal content.
Is there a way to that users can zoom in and out of an image and even drag/scroll around if the image is larger than the viewing window.I looking for a way to creativly display my portfolio in a limited area.
I have an image that is loaded into a scrollpane, which works fine. I have two buttons on the stage that I want the user to be able to click on in order to zoom in or out of the image that is loaded into the scrollpane. I can't seem to get these zoom buttons to work on the movieClip with the image that is loaded into the scrollpane.
Lastly, I don't know if this makes a difference, but this swf file is loaded upon release of another button on the root timeline of another swf.
I tried attaching a simplified version of this file to this message but even zipped I cant get it lower than 380kb. I can email it to anyone if they are interested.
I'm panning on an image 2kx2k pixels. Panning is working wonderfully. I added a scrollRect to the image container and test the mouse position. I'm trying to add zoom: Main Movie -> PanClass Object -> Image Container -> External Swf.
I have a couple test buttons that simply allow a user to zoom in or out on that image. I figured that by zooming in (adjusting x and y scale) of the external swf that my movie would scale and continue to pan which it does, but it is still panning at the original size of the image. I need it to pan in the same size window as before but with the new scaled dimensions. I've included the panImage function.
I have loaded an image from a particular site using loader..and added this loader in a Movieclip.. I want to zoom and pan theimage.. How to zoom particular area of a movieclip?
I have this .fla that loads and xml file along with several other classes. This purpose of this file is to zoom content. Whenever you use your cursor to zoom, it goes to the exact location where your mouse pointer is. My problem is --it only works fine when the image is 200px by 200px or less. The image that I wanna load will be at least 500 by 500. I tweaked the settings but the zoom zooms too slow or too fast. I think the image size conflicts with the zoom.
here is the code in .fla -------------------------------------------- zoomer_mc.data = "prod1.xml";
've got an image slideshow that dynamically loads images from an XML file, and it works great.It loads an image, and fades into the next one, no problem.But I want the image loaded to be zoomed in, and slowly zoom out, while still fading to the next image when it gets to a certain point.
I want to zoom in and out on an image (it's actually a thumbnale which pops up). Or if you want, to have a small image 'grow' to a larger formatI tried it with scaling + tween, but it is hardly a smooth transition.
I come across this again and again in flash. Using the default timeline based tweening (with the FPS set to 24)...is there any way of smoothing out the jerkiness? any AS i can add on frame 1 for example?
Is there any way that i can smooth out images that zoom in/out with normal classic tween. they are so jittery it looks terrible. I even have a little bit of easing and frames per second set to 30.