Note: | By default, Mobile Designer renders system liquid crystal display user interface (LCDUI) fonts using a bitmap font rendering system. |
Platforms | All | |
Value | true if an application uses system fonts and you want to embed a bitmap font resource. false if an application does not use system fonts. Specifying false saves resource space. To use native fonts, see the project.runtime.render.system.font.using.native.font property. | |
Default | The default is based on the platform: | |
Platform | Default | |
iOS | true | |
Other platforms | false |
Platforms | iOS | ||||
Value | true to use the system’s underlying 3D API to perform all standard 2D MIDP calls. The application translates images into textures and maps all graphical method calls to a corresponding 3D call. This can help access the underlying 3D hardware.
false if you do not want the application to use the system’s underlying 3D API to perform standard 2D MIDP calls. | ||||
Default | false |
Note: | This property is only relevant when project.runtime.attempts.2d.graphics.over.3d is set to true. |
Platforms | All | ||
Value | true if you want the application to free the memory store. Specifying true reduces the memory overhead of the image rendering.
false if you do not want the application to free the memory store. | ||
Default | false |
Platforms | iOS | ||
Value | true if an application uses the device’s native font-rendering mechanism. false if an application does not use the device’s native font-rendering mechanism.
| ||
Default | false |
Platforms | All |
Value | true if an application uses 2D graphics. false if an application does not use 2D graphics. |
Default | true |
Platforms | All |
Value | true if an application uses 3D graphics. false if an application does not use 3D graphics. |
Default | false |