Actionscript 3 :: Draw An Anti-aliased Bezier Curve In Raster?
Mar 26, 2012
Does anyone know a decent algorithm for drawing a anti-aliased (smooth) quadratic bezier curves in a raster?
I could simply draw them as vectors and then copy the image to a raster..
Is there any clever yet freely available algorithm to draw the curve directly to the pixels? I am currently using the algorithm implemented here:[URL].. I am doing this for learning purposes and because I am hoping it would be faster than using the copy pixels from a Shape option. Here is an example showing the none-smooth bezier is faster than the regular bezier:[URL]..
I basically have the same question as bder on the actionscript forums, namely if I can have my text anti-aliased if it is using an embedded font (Myriad Pro) to assign it to the htmlText property of a TextField and styling that with CSS. Everything works fine with the text embedding and styling (the font is the one I want, and all its variations - bold, italic - are shown correctly), except that it looks bad, i.e. not anti-aliased. Of course, I have tried setting the antyAliasType and gridFitType properties to all possible combinations.
I am loading an external HTML file that is being styled with a css = new StyleSheet() in Flash. The only problem is that the text is not crisp, it is aliased. How can I get the text to be anti-aliased. Since I cannot use AntiAliasType.ADVANCED or shapness for more control, since I am using an external css styleSheet, I am stumped. What the heck can I do?
i have a bezier curve that is generated dynamically now i want to mask an image with it to produce a cut of face functionality just like in elfyourself.com or in jibjab.
First i want to say its my first post and i've been diging straight up gold from this site and i love it and everyone out there smart enough to give out solutions.So basically am writing a game and i have bezier curve that controls where an actor moves. Am using only 3 points (start, control1, end) and everything is fine.Now i want to create a bezier curve that passes through a certain point (r1) at t = 0.5 . The problem being that i have my start point, my end point and my point (r1) at t=0.5, and i need to find the control point.
I have series of Bezier curves that I want to revolve about an axis to form a solid model in Papervision3D.How would I do this? Has someone created a class for Papervision that can revolve a curve to form a solid?
I need to implement a drag and drop functionality, where I can define and constraint the route of the draggable object.[URL].. only that i have the paths designed and not calculated by a math function. So, in fact, as mouse moves I need to tell the object to follow the custom path/movieclip.
My Flash application receives B-spline data from an external application but the Flash drawing API only allows quadratic bezier curves using the Graphics#curveTo() method.Is it possible to convert a B-spline into a series of curveTo() calls?
I am struggling with an issue where I want to create a function that draws an outline of any object and I want to use this outline as curve path so I can animate objects on this path using Tweener. Like that:
I'm attempting to make a curve drawing tool a bit easier to use.Rather than drawing a basic curve and then clicking on the control point to change it, I would like the user to be able to click on the curve itself to change it, much as you do in the FlashIDE.So, given start and end points, and a point on the curve, how do you determine the control point for use with the MX API?(I googled this, but found mostly info on cubic rather than quadratic curves)
I'm attempting to make a curve drawing tool a bit easier to use. Rather than drawing a basic curve and then clicking on the control point to change it, I would like the user to be able to click on the curve itself to change it, much as you do in the FlashIDE.
So, given start and end points, and a point on the curve, how do you determine the control point for use with the MX API?
I have many layers in the main stage. on frame 20, I have this code drawing a curve between two countries in "Lines" layer . I have another layer right above this layer called "mask" in which in frame 20, I make a rectangle and until frame thirty, I move the rectangle with tween. I right clicked on the mask layer and set mask. Hoping that by masking the layer below it, I can make the curve being draw real time. But it is not working.
I want to curve a dynamic text from a straight line to circular curve (using a slider). I have placed the characters of the string in each textfield created at runtime.
I was hoping someone could help me working out some advanced data reformatting. What I'm hoping for is a function where I can input a value along with an array of key positions like so:
function remap(percentage:Number, keypoints:Array) { ...
The array would start with the minimum and end with the maximum point, with nested key points along the way. For example, I would input something like remap(0.25, [0:0,80:50,100:100] ) and the function would 'imagine' a spline curve graph from (0,0)-(100,100) with a key point of (80,50), then return the y value that is 25% along that graph.
I have a curveTo an anchor point and a control point.Then I have a function that will return the x and y of a point along that curve if I give it a number as a percentage of the curve (0 to 1).It looks like this, and works perfectly..
x0,y0 are the start point, x1,y1 the control point and x2,y2 the final anchor point.But... I want to give it a _y value instead of a percentage (interval) and it return where on the curve that would intersect.
I've made an mc with an attached txt field offstage from which to print from. The text that populates the off stage tf is all blocky and non vector looking...so are the printed sheets. I am using both html formatting and textformat formatting on the print text. It is a dynamic text field. It has this problem with both the printed result and when i peak off stage to look at the actual fields loaded with this text. I've already tried adding dummy fields offstage with the "embed" option activated.
I'm working with a bit of code I ran across to see if I can convert it for a magnifying glass effect on swf's. It's written to work with raster images but in my case I've created swf's from the pngs I have to reduce their weight.The code I'm working with is filling the rectangle (magnifying glass) with the beginBitmapFill method. I'm kinda lost (being pretty new to Flash/AS3 programming) as to how to accomplish this with vector images. The key lines I'm dealing with are
ActionScript Code: var curBd:BitmapData; var curBmp:Bitmap; curBmp=new Bitmap(new BitmapData(...;
I have recently been experimenting with animation in Flash, but now I've run into a problem-- whenever I try to add bones to a bitmap image I want to animate, I get a message saying that I "cannot link bitmap objects." Does this mean that bones can't be applied at all to raster graphics? I also tried converting the image to vectors via the Trace Bitmap function, but when I attempt to add bones to the result it complains that "the image is too complex. Please optimize or convert to a movie clip." I followed its directions, but it continued to complain that the image was too complex. As a sanity check, I drew a simple X on the frame with the pencil tool and received the same 'too complex' message from Flash when I tried to add bones to it.
I am trying to improve the frame rate of a game that draws many floor tiles. Currently, the floor tiles are vector graphics and stored as different frames in a movie clip. I wanted to experiment with rasterizing a floor tile and seeing if that would provide any frame rate boosts. I did this by converting one of my tiles (one of the frames in my movie clip) to a png and replacing the vector version of this tile with this raster version. I then tested two worlds--one filled with tile A (vector) and another filled with tile B (png).
In all my tests, world with tile A (the original vector version) outperformed the world with tile B. I am guessing that the reason I am not getting the expected performance gains is because I am still rendering the tiles in the old style and not using any strict bitmap drawing calls?why it is that this method fails to boost rendering speed? Would I have to switch my rendering code to strict bitmap draw calls?
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.
I have a game with a big raster map.Now we are using jpeg (4900x4200)And durring the game we need to scroll through this map.[code]In windows, we have very good performance.In Linux and Mac in flashplayer we have a good performance too.But in browsers performance is quite slow!
I am very interested in applying the warp/deform effect seen in the iPhone app Wobble (it lets you define regions on a raster image and then deforms those regions as it gets input from the accelerometer or the user's touch as if they had adopted faux soft-body physics) to a game I am making, but I'm not sure how this effect was achieved. How I might program an analogous effect using Flash and as3?
Can you add curve effects to text in flash without converting it to a raster format? Either applying the effect straight to the text, or converting the text to a path and applying the curve effect to the resultant path?