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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