This content has been marked as final. Show 3 replies
I believe this is because of the differences in the vector rendering engines used in FWCS3 and FWCS4.
While the vector rendering engine in CS4 was improved to be more faster and produce smoother antialiased vectors, subtle differences do exist between these engines.
The good news is that you can use the older engine selectively on a vector if you wish to, using the command fw.getDocumentDOM().setUseAGMRenderingForSelection(false); This marks the selected vector to switch to using the older rendering engine.
Any vector brought into CS4 which was created in CS3 or before version of Fireworks, would still continue to use the older vector rendering engine to give the exact pixels. These can also be forced to use newer vector engine by using the script command
Since these commands act on the selected objects, please be sure to select only those that need to be effected.
For ease, I have attached links for the 2 command .jsf files that can be placed into commands folder [C:\Program Files\Adobe\Adobe Fireworks CS4\Configuration\Commands\] and used to switch b/w FWCS3 rendering and FWCS4 rendering.
Thanks for the little fix. The only thing about going back to the old engine is that you get those 1 pixel anomalies when you make very narrow and pointy vector shapes. I'll still be awaiting for a real fix in a future update. :)
Please, don't wait for CS5 to get to it. :P