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Thread: How do I prevent anti-aliasing on the text in string object?

  1. #11
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    Is it Direct3D9? If so, then AA is applied to string objects I've noticed... One would hazard a guess that it is forced due to a different draw routine(s) from the standard runtime.

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    How can I find out if it's Direct3D9? I'm not familiar with whatever that is. It's some kind of rendering thing, right?

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    Under your Application's runtime properties...

    Yes, Standard runtime is just the basic MMF2 runtime which is compatible with any PC, Direct3D9 uses the GPU to render. It's the fastest option available, Hardware Accelerated (HWA).

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    I see. Yeah, it was direct 3D 9. when i changed it to standard. all text became ant-aliased. Hmmm... So do you think there is no way to get non anti-aliased/ non-cleartype text from a string object?

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    Not in D3D9 as I would presume it's like this because HWA as I suspected. The only other option would be to blit the text yourself or create the text in the string object then right click > Create Active and create actives from the string object in the frame editor.

    Blitting would probably be your best approach.

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    Alright. I guess blitting would be useful to learn in the long run. I'll also try experimenting other methods too. Thanks to everyone for all your help.

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    How do I prevent anti-aliasing on the text in string object?

    If you aren't using many colours, switching to 256 colour mode disables anti-aliasing on text. It's more about the way your graphics card renders fonts than MMF2.

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