Text
287
12
To control how Director anti-aliases text for a text cast member, select one of the following
Anti-Alias options:
All Text
anti-aliases all the text in the text block.
Larger Than
anti-aliases only text that is larger than the point size entered in the Points
text box.
None
turns off anti-aliasing for the current cast member.
Anti-aliasing dramatically improves the appearance of large text, but it can blur or distort
smaller text. Experiment with the size setting to get the best results for the font you are using.
(See “About anti-aliased text” on page 280.)
13
To control how Director kerns text, select a Kerning option.
Kerning often does not improve the appearance of text at small point sizes. See “About
kerning” on page 281.
All Text
kerns all the text in the cast member according to the standard kerning table.
Larger Than
kerns only text that is larger than the point size entered in the Points text box.
None
turns off kerning for the current cast member.
14
To add borders and shadings (field cast members only) select options from the Box Shadow,
Border, Drop Shadow, and Margin pop-up menus.
Using the Save Bitmap feature for pre-rendered text
The Save Bitmap feature works with pre-render options to display a buffer image of your text
while your user waits for the actual text to load. This feature is useful when you’re working with a
large amount of anti-aliased text. (The Save Bitmap feature is different from the Convert to
Bitmap menu command, which converts a text cast member into a bitmap image.)
You can also use the Save Bitmap feature with pre-render options if you’re using special text
characters for an audience that is not equipped to display them. For example, using Save Bitmap
enables a non-Japanese system to display a text sprite that contains Japanese characters. Using the
Save Bitmap option adds to the file size. The feature works with static text but not with editable
or scrolling text.
To use the Save Bitmap feature for pre-rendered text:
1
Select the text sprite.
2
On the Property inspector’s Text tab, select from the Pre-Render pop-up menu:
•
If the text sprite’s ink is Copy Ink, select Copy Ink.
•
If the text sprite’s ink is any type of ink other than Copy Ink, select Other Ink.
For this procedure to work, you must make the correct selection from the Pre-Render pop-up
menu. You can determine the Sprite’s ink on the Sprite tab of the Property inspector.
3
Select Save Bitmap.
Summary of Contents for DIRECTOR MX-USING DIRECTOR MX
Page 1: ...Using Director MX Macromedia Director MX...
Page 12: ...Contents 12...
Page 156: ...Chapter 4 156...
Page 202: ...Chapter 6 202...
Page 244: ...Chapter 7 244...
Page 292: ...Chapter 10 292...
Page 330: ...Chapter 12 330...
Page 356: ...Chapter 13 356...
Page 372: ...Chapter 14 372...
Page 442: ...Chapter 16 442...
Page 472: ...Chapter 18 472...
Page 520: ...Chapter 19 520...
Page 536: ...Chapter 20 536...
Page 562: ...Chapter 23 562...
Page 566: ...Chapter 24 566...
Page 602: ...Chapter 27 602...