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Creating graphics 5-1, Creating graphics -1 – Avery Dennison Sierra Sport2 9460 Programmer Manual User Manual

Page 89

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C R E A T I N G G R A P H I C S

5

This chapter provides information on how to

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map out the graphic image using the hexadecimal (hex) or
run length method.

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create a graphic packet using a graphic header, bitmap,
duplicate, next-bitmap, text, constant text, line, and box
fields.

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place a graphic image into a format.

You can use graphic packets to create bitmapped images. To
include a graphic packet within your format, your format must
contain a graphic field. See “Placing the Graphic in a Format” for
more information.

Creating Graphics 5-1