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If you don't have any success with RenderText(), I
suggest you download the Jedi code library and try using TJclBitmap32. You
can assign a TBitmap and then use the object methods to draw lines/text etc over
it.
Todd.
----- Original Message -----
Sent: Friday, February 24, 2006 8:27
AM
Subject: RE: [DUG] Using TextOut with
Graphics 32 package
I currently use RenderText as well, but I am not too
happy with the results. Its usually a bit too blurry, or too sharp. Never
quite right.
A recent post on the graphics 32 newsgroup
news.graphics32.org suggested using GDI+ to render to a TBitmap32 for
text, thick lines etc.
Look for the "Slow ellipses, even TCanvas drawing
quicker!".
You can also use normal canvas drawing with
TBitmap32.Canvas, but you won't get antialiasing, or alpha
channels.
Stacey
I use D7 and the latest version of Graphics32. I have had problems
with TextOut on a TBitmap32 in the past too, where it would always draw a
black box as the background underneath the text. I tried playing around
setting the brush fill style and a few other things (this was a while back),
but without luck.
However, the RenderText method worked for me.
RenderText renders nicer, but it is a little slower because it can use
antialiasing. But you can set the level of antialiasing used, so it shouldn't
really be a problem.
RenderText is declared in the help file
as:
procedure RenderText( X, Y:
Integer; const Text:
String; AALevel: Integer; Color:
TColor32);
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