MACROMEDIA DIRECTOR MX-USING DIRECTOR MX Use Manual page 287

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To control how Director anti-aliases text for a text cast member, select one of the following
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Anti-Alias options:
anti-aliases all the text in the text block.
All Text
anti-aliases only text that is larger than the point size entered in the Points
Larger Than
text box.
turns off anti-aliasing for the current cast member.
None
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.)
To control how Director kerns text, select a Kerning option.
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Kerning often does not improve the appearance of text at small point sizes. See "About
kerning" on page 281.
kerns all the text in the cast member according to the standard kerning table.
All Text
kerns only text that is larger than the point size entered in the Points text box.
Larger Than
turns off kerning for the current cast member.
None
To add borders and shadings (field cast members only) select options from the Box Shadow,
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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:
Select the text sprite.
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On the Property inspector's Text tab, select from the Pre-Render pop-up menu:
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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.
Select Save Bitmap.
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