ActionScript 3.0 :: Get Better Anti-aliasing For Vector Graphics?
May 20, 2011
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'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 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'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 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'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 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 have a large vector drawing (imagine 5000x5000) that i want to break up into separate pieces. I know that I can convert this vector drawing into a bitmap and then use the copyPixels method to create many separate bitmaps of the different regions of the original vector drawing, but is there any way to subdivide it into movieclips that just contain vector graphics instead of a bitmap?The reason im dividing a big chunk of vector graphics into smaller pieces is for performance reasons, so flash would only render a small part of this big chunk at a time (only certain regions/voxels/subdivisions are rendered at a time). But bitmaps apparently take up a lot of memory and the system im using would take much less memory if these subdivisions could be preserved in their original vector graphics form.
I imagine I could use masks somehow to achieve this effect (for each subdivision, duplicate the huge image and mask only the region that the subdivision represents), but I dont know the performance costs of masking or if this will create other problems.So is there anyway to split up a movieclip of vector graphics into smaller movieclips of vector graphics the same way copyPixels can with bitmaps?
I'm looking to build a website that has a flash interface and allows visitors to upload vector art in a number of file formats such as SVG, EPS and AI.
I have two rather large problems... 1) I need to load the original vector art, probably convert it to FLV and display it in my flash application. 2) After the user potentially loads a number of images, adds some text, rotates or transforms some elements, I need to save the resulting composition into a vector art format that I can print.
I'm not much of an AS developer...my experience is mostly in .NET/C# & C++. I'm looking for a good library or API that provides the functionality I will need to convert different image formats and save the results. How much of this can be done using Flash / AS...? How much in C#...?
I've checked on the web, but I can't find an article/explanation on how to import vector graphics from illustrator into Flash.If this isn't possible, how do you go about dynamically importing it (not in the swf)?
I can't seem to find free vector art made with flash. I want something like an FLA file I could open up and have a button or something nice looking to copy and paste. Does such a place exist?
Our scenario is that we have a visualisation in a flex .swf that we load data into (through a web service call). Once the data has been loaded we would like to use the resultant image in a PDF.I can send an image of a DisplayObject back to the server as a PNG and put it into a PDF (using iText), but the png is not scalable and it looks bad in the PDF at different zoom levels.To add a bit more clarity. The visualisations are not vector graphics that we import or embed during development, they are charts and trend graphs and custom visualisations created through the flex/flash drawing API, at runtime, based on data retrieved from the server.
I've done some searching and can't find a good answer on workflow for importing vector graphics in Flash 8.I created a layered Photoshop file and opened in Illustrator to save in .eps format. I'm using Flash 8 and Illustrator CS3. I've tried many options (including trying to simply create my buttons in flash), but can't seem to get the buttons to import properly for scaling purposes into Flash.
I am making an application, that will let you enter your name and then a car will drive each letter of your name in the sand. I have made a car and my artist made letters with vector graphics as a single line (.ai). But now I don't get how to make an algorithm that will drive through the lines of each letter. My first solution would be to make an editor, where you can create path, but I don't have that much time. Is there a chane to make path from vector graphics so that the care can drive through it?
I'd like to know if there is any way or any vector graphic file format that i can load dynamically at runtime on a web-based flash application.I have some files in pdf that i want to load in and i can convert them to jpgs at runtime and load the jpgs but then i lose vector graphics so when i zoom in and out they become pixelated.
I had a look a look at flashpaper to convert pdf to swf and load them in but i can't see anywhere in the documentation about converting the pdf's at runtime rather than manually dragging and dropping them in.So far i've looked at pdf, svg and .ai but none of these can be loaded at run time just imported into the .So can this be done? Or alternatively is there an application that can do the pdf -> swf conversion from the commandline then i could trigger php to do the conversion at runtime.
I've got a project that heavily utilizes the new 3d artwork tools in Flash CS4. My question is has anyone done any tests to see if Flash is quicker with raster or vector graphics? My SWF really bogs down on slower machines.
Does html5 developers animate vector graphics in any way? I'm talking about straight key-frame vector animation, such as what flash does. Is the way to do this basically using javascript to manipulate SVG graphics such as what [URL] does? which is a bit weird to me since it's been supported in browsers for quite some time) or does html5/canvas lend itself someway to vector graphics animation? I'm just trying to understand what's the "new" way developers will animate vectors on the web if/when flash plug-in eventually dies.
i've developed an cross-platform AIR application, which seriously under performs on mobile devices caused by animating/using vector graphics instead of bitmap assets. employing cacheAsBitmapMatrix / cacheAsBitmap is better, when and where assigned appropriately, but still not as fast as using bitmap assets.
i've attempted to bitmapData.draw() the vector graphics to a Bitmap object at runtime and animate the bitmap object instead, but this performs only about as well as (or maybe even exactly the same as) simply caching the vector graphic as a bitmap.
Flash Professional 5.5 UI now has the ability to convert a vector graphic into a bitmap assets, but is it possible to do this at runtime? is it possible to have an actual Rasterize() routine to convert programatically drawn vector graphics and maybe even editable text into bitmaps at runtime for optimal animated performance, especially on mobile devices?
When it comes to imported vector graphics are there any methods to decrease the swf's file size as much as possible? So far I have:
- imported an illustrator ai file (strokes 'expanded' in illustrator and unneeded swatches/ brushes etc. deleted and with no raster images embedded) - exported the file in illustrator as swf and imported that swf into flash - imported ai file and breaking it down to flash shapes - optimized those shapes as much as possible
I rather use vector as much as possible. For a banner for examle, I've imported vector images of trees. I couldn't get it below 40 kb so I exported all illustrator files to png files which helped. Can detailed vector images be optimized just as much? Or is it better to use bitmap files when it comes to more detailed graphics? Does it matter if it is a vector images made in flash or a imported vector file even if both have the same number of paths?
I am working on a simple drawing application, and i need an algorithm to make flood fills.The user workflow will look like this (similar to Flash CS, just more simpler):the user draws straight lines on the workspace. These are treated as vectors, and can be selected and moved after they are drawn.user selects the fill tool, and clicks on the drawing area. If the area is surrounded by lines in every direction a fill is applied to the area.if the lines are moved after the fill is applied, the area of fill is changed accordingly.Anyone has a nice idea, how to implement such algorithm? The main task is basically to determine the line segments surrounding a point. (and storing this information somehow, incase the lines are moved)[code]
it is possible to save dynamically created vector graphics?Basically, I have a pen tool for drawing on screen and I would like to have the ability to save this data for later use, using Adobe Air.If it is possible, can anyone point me in the right direction with regards to the best file format to use, etc.