The max size for BitmapData is 2880 x 2880 px, so if you want scale something up to x1000 you may run into a problem unless you chop it up first.

Kenneth Kawamoto
http://www.materiaprima.co.uk/

[EMAIL PROTECTED] wrote:
Yes but...

In my case I can have scaleX > 1000, so I loose too much quality with this
method.

I'm triing to embbed fonts outlines in my TextTield but the result is not very
good (bad antialiasing). I guest that I have no other choice :)

Thanks again,
______
Florent

Quoting Kenneth Kawamoto <[EMAIL PROTECTED]>:

var txt:TextField = new TextField();
txt.text = "TEST DE DEFORMATION";

var bmpdata:BitmapData = new BitmapData(txt.width, txt.height);
bmpdata.draw(txt);

var bmp:Bitmap = new Bitmap(bmpdata);
bmp.scaleX = 4;
addChild(bmp);

...although you cannot select the text or anything :)

Kenneth Kawamoto
http://www.materiaprima.co.uk/

[EMAIL PROTECTED] wrote:
Hello,

I have a little question that seems obvious but on which I pull my hair off
my
head: Does anybody know how to deform a TextField instance?

I tried the basics:

   var txt:TextField = new TextField();
   txt.text = "TEST DE DEFORMATION";
   txt.scaleX = 20;
   addChild(txt);

And:

   var s:Sprite = new Sprite();
   addChild(s);
   var txt:TextField = new TextField();
   txt.text = "TEST DE DEFORMATION";
   s.addChild(txt);
   s.scaleX = 20;

But nothing happens... Well the TextField is indeed resized but not the
containing text.

By doing the same thing with scaleY, the text is scale along BOTH Y (good)
and X
(bad).

Any idea how to achieve this?

Kind regards,
____________
Florent JEAN
French Flash Developer
http://www.nowhen.net
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