Android String Automatic Anti-Aliasing?

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  • Ok... Because ...let's say you create an active object, the main frame being a PNG showing text at low rest. It stays sharp while scalling at runtime. So there's something different for sure between strings and actives ( But using actives will be a pain in the *** since there are a lot of strings in my project )

  • the anti aliasing work more in the border of the image, so in a button made with graphic the anti-aliasing is in the border an not touch the inside text, but when you made a text the anti aliasing work in the border of the fonts, right?

    Regards,


    Fernando Vivolo

    ... new things are coming ...

  • Hi Fernondo,

    I tried your new android update, and it still doesn't work. It's a little bit better, but it's not not it.

    Here's a picture of what it SHOULD look like, with Smooth Resizing OFF :
    Please login to see this attachment.

    Now, with Smooth Resizing OFF, still the same blury resampling, which only applies to strings (Here, STR, DEF, and all the sharp text are not strings, but PNG... only strings gets blur):
    Please login to see this attachment.

    But with Smooth Resizing ON, there IS anti aliasing, but it's more clear than before... let's say it is almost LESS blury with Smooth Resing ON. Looks like it does not resample, but it does anti-anlias.

    Please login to see this attachment.

    Would there be a way to do none of them? No resampling and no anti-anlias? ( Like on my first screen shot?)

    Thanks again

  • Argg :( That's bad :( Since active objets do not do the same kind of thing, I really don't get how it could not be possible ....

    At least, can you tell me which java file in the android runtime is responsible of that behavior? I may try to mod it by myself then, since it logically 100% possible.

    ( I think it IS 100% possible since it only happens to strings, and it only happens on android runtime ( on windows, everything stays sharp ). ) So the problem is very specific and not "normal" considering the behavior in other runtimes and objet types )

  • Ok I just tried the one you just posted (2852i) and we are on the good way! But something wierd is happening :

    Please login to see this attachment.

    On the first line it should be written "playerName" and on the second one "5". ( Like on my previous post ).

    The resampling is sharp like it should ( :) ) , but some data is lost. Some pixels are lost. Why is one lost and the other not lost? That I don't know. Maybe still something wrong in the resampling.

    For exemple, when expanding, strings forget some pixels. Some unique white pixel (in the text) will become 4 pixel, 9 pixels, 16 pixels ( well, a square, depending on the screen size ). But some pixels are forgotten and 1 pixels becomes 0 pixel.

    Again, that kind on data loss only happens on string and never happends on other types of object.

    Maybe there is still a little something wrong with the resampling, or i don't know.

    Thanks again

  • UPDATE: This data loss only applies to certain fonts, which is kinda wierd. If I use default fonts it does that. But, for exemple, if I use font packer, some fonts are just perfect :)

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