The TexTRenderer class was created to provide more control over the advanced anti-aliasing capabilities of embedded fonts.
It is important when using this class to import it first at the beginning of your script, like this:
import flash.text.TextRenderer;
Availability : FP:8, AS:1.0
Generic Template : Textrenderer.antiAliasType;
Description:
This string literal property controls the specific anti-aliasing type for the movie. Available options are
default Using this option will restore anti-aliasing controls back to individual text fields.
off This option will set all text fields' anti-aliasing to normal, overriding any individual settings.
on This option will set all text fields' anti-aliasing to advanced, overriding any individual settings.
Example :
This example will set anti-aliasing for all text fields to normal:
import flash.text.TextRenderer; TextRenderer.antiAliasType = "off";
Availability : FP:8, AS:1.0
Generic Template : Textrenderer.maxLevel;
Description:
This numerical value controls the level of ADF (Advanced Distance Fields) for all text fields in a movie; it can accept 3, 4, or 7, with 7 being of the highest quality.
Example :
This example will set ADF level to the maximum setting: import flash.text.TextRenderer; TextRenderer.maxLevel = 7;
Availability : FP:8, AS:1.0
Generic Template : TexTRenderer.setAdvancedAntialiasingTable(font, style, color, advancedTable);
Parameters:
font The name of the font to be used as a string literal.
style The style being used as a string literal. Possible values are "bold," "bolditalic," "italic," and "none."
color This string literal can either be "dark" or "light."
advancedTable An array of object elements representing GSM settings for
font .
fontSize Pixel size of
font .
insideCutOff Affects stroke weight; is usually a positive number.
outsideCutOff Affects stroke weight; is usually a negative number.
Description:
This method will set up a custom CSM lookup table for a given font.
Example :
This example will create a lookup table for the Arial font:
import flash.text.TextRenderer; //items to add to the arrau var item_obj:Object = {fontSize:12, insideCutoff:.5, outsideCutoff:-.5}; var item_obj2:Object = {fontSize:15, insideCutoff:.9, outsideCutoff:-.91}; //create the array var lookup_array:Array = new Array(item_obj, item_obj2); //setup the lookout table TextRenderer.setAdvancedAntialiasingTable ("Arial", "bold", "dark", lookup_array);