Fonts are blured in fullscreen Flash as3 - actionscript-3

I'm having the following problem. when I switch to fullscreen - all my fonts are blurred. I use the following code to enter fullscreen:
stage.fullScreenSourceRect = new Rectangle( ... );
stage.displayState = StageDisplayState.FULL_SCREEN_INTERACTIVE;
I've tried with embed fonts, with antialiastype = advanced but there was no difference.
When I right-click and choose Zoom In the fonts are not blurred - can I achieve the same effect - no blurred fonts in fullscreen mode?
Here are some images:
img1.jpg - original
img2.jpg - fullscreen - blured fonts
img3.jpg - Zoom in - the fonts are ok

Try using advanced settings. Set the textFields antiAliasType to flash.text.AntiAliasType.ADVANCED. And then set the textField sharpness property to 400. See the documentation here.
And I would say yes, use embedFonts = true

Related

iOS Transparent background for WKWebView

I'm in the process of migrating some code over from UIWebView to a WKWebView on a iOS project.
I'm currently trying to make a wkwebview transparent but the functionality doesn't seem work.
I could do this on a UIWebView by doing this
self.opaque = NO;
self.backgroundColor = [UIColor clearColor];
and setting the html page to be transparent via styling would allow me to see the view content underneath.
If I try the same code on a WKWebView the background of the html page isn't becoming transparent.
I've had search on google and there seems to be work around for MacOS X but I can't see to find a solution for iOS.
This is how it's done on a UIWebView (How to make a transparent UIWebView)
Has anyone any ideas if this is possible?
Thank you.
You can try out the following snippet:
webView.opaque = false
webView.backgroundColor = UIColor.clearColor()
webView.scrollView.backgroundColor = UIColor.clearColor()
This is exactly how our app works - we rely on the transparency. Our WkWebView is made transparent with this code:
_primaryWebView = [[WKWebView alloc] initWithFrame:frame configuration:theConfiguration];
_primaryWebView.opaque = false;
_primaryWebView.backgroundColor = [UIColor clearColor];
Our web content hosted in the WkWebView has a transparent background, then for the areas of the page where we want to see the native content we place DIV elements sized properly, with a transparent background. This allows us to easily combine HTML and native iOS content.

createjs bitmap image rotation makes image jagged in chrome

When I try to rotate bitmap image with createjs (not resize, but just rotate) the bitmap image gets jagged in Chrome. In Firefox it is fine.
Here is my code:
var backCard = new createjs.Bitmap(assetsLoader.getResult("back"));
backCard.rotation = 24;
stage.addChild(backCard);
stage.update();
Any ideas on how to fix this ?
I don't know if you want to prevent or enable antialiasing on Chrome, since for me Chrome gets rotated bitmaps antialiased and firefox don't, so I'll talk about both things...
Enable antialiasing
There's no way of doing this natively, but you can create a workaround if you really want to force antialiasing: adding a blur filter in really small amounts to rotated images. But keep in mind that blur is a really expensive filter that you should avoid using, but in case you use it, you'll need to cache the bitmap after applying the filter to reduce CPU usage.
backCard.filters = [new createjs.BlurFilter(2, 2, 1);]; // 2 is blur radius, 1 is blur quality. More quality means more expensive blur.
var bounds = backCard.getBounds();
backCard.cache(bounds.x, bounds.y, bounds.width, bounds.height);
Prevent antialiasing
I think there's no way of doing so yet too, but you can use the next version of EaselJS which allows you to define if objects will be antialiased for the stage, because of WebGL. Note that if WebGL isn't supported on the user's browser EaselJS will fallback to HTML5 Canvas, which will still have antialiasing.

Three.js arc drawing in canvas renderer is not working properly on Chrome anymore

As we can see in this example from the library, the circles are changing their line width and are very thin when they are close. This used to work fine.
My version of Chrome is:27.0.1453.93 and I am running it on an OSX 10.8.3.
How can we fix that?
In the function programStroke(), set context.lineWidth = 1.
three.js r.58

Why do odd aspect ratios look stretched in browser on Mac using actionscript 3?

I have a simple AS3 swf that captures the user's webcam feed and displays it. I am trying to set the video to 16:9 aspect ratio. According to Adobe, if I use setMode() on the Camera object, I can set it to any aspect ratio and if the camera can't handle it, Flash will crop the video to fit the area. This works great on Windows. I tried with half a dozen different webcams and all cropped properly. On my Mac (OSX 10.8.3) and on a co-worker's mac, however, the image does not get cropped and is instead stretched to fit when the swf is displayed in a browser (tried with chrome, Firefox and safari). However, if I publish the swf in the Flash IDE (CS 5.5), it looks correct. When tracing out the cam.width and cam.height, I noticed that cam.height is 90 in the IDE, but 120 in the browser. This leads me to think it's an issue with Flash Player on mac, but I can't seem to find any mention of this issue in the forums. Anyone have any workarounds, or word on whether or not this is a known bug?
var cam:Camera = Camera.getCamera();
var video:Video = new Video(320,180);
cam.setMode(320, 180, 15, true);
video.attachCamera(cam);
video.x = 100;
video.y = 20;
addChild(video);
It's probably a OS problem that randomly sizes the SWF. Instead of tracing the width and height, make a text box showing the width and height values as a string and run it in your browser and see if it shows 120 or 90 then you can use some HTML code to re-size the SWF.
It looks like this was a bug in Flash player. A couple days ago this problem magically fixed itself on my mac but a co-worker still had the problem. I'm running Flash player 11.7.700.203 and she had 11.7.700.202 and when she upgraded it fixed the issue.
edit: Spoke too soon - this upgrade only seems to work in Google Chrome. Safari continues to see the problem, even after upgrading to 11.7.700.203.

Override viewport property for lineto method in html5 canvas

I have used view port in my iPad app. Here it is:
meta name="viewport" content="width=device-width, initial-scale=1; maximum-scale=1.0; user-scalable=0;
And, I have written a code to draw lines on HTML5 canvas.
I am creating canvas as:
var mycanvas = document.getElementById('canvasId');
var context = canavas.getContext('2d');
..
It is working fine if canvas is created in portrait mode and lines are drawn in portrait mode too. But if we change the orientation, there is some gap between the mouse moved and line drawn on canvas. When i removed the viewport line from my html code, it is working fine but without using viewport everything looks bad. Everywhere it was suggested to use viewport in app.
Any way around.
Any help would be appreciated.
Thanks