TextField properties - differences in anti-aliasing

Can someone explain what differences and the use of anti-aliasing:

(1) device fonts

(2) bitmap-text

(3) anti-alias for animation

(4) anti-alias for readability

Anti-aliasing, basically removes "aliasing" and "pixelation" by softening the vectors. Things so now as text, which are vectors, the text seems smooth.

Device fonts use fonts of the users operating system and are not smoothed. Thus, they will appear in stairs and pixely. However people can take advantage to make sure that the characters (especially Asian multibyte) are available and did not need to be integrated in flash allows you to save a lot of the size of the file.

Anti-alias for animation is a cheaper, easier to make but softer version of the search for anti-aliasing. Good for drivers of non-text. They call it animation because it is easier on the processor for rendering.

Anti-alias for readability adds a bump contrast at edges making text look more clear, so more readable.

Bitmap text is not vector. It records the text as bitmaps and usually only follow these steps if you plan to use bitmaps. You choose the size of the police and it is not really good to use sizes of spare for policies other than that you select. This is useful for games that sometimes do not want to load to the vectors of text. Instead, the text is just a bitmap and is easier to make.

Tags: Adobe Animate

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