I have an image loaded from BitmapData displayed in an Image control. This Image control has dragEnabled and user can drag and drop small images (from a bunch of images in a TileList) on top of it.
The image loaded from the Bitmapdata can be different every time with different resolution and the Image control scales it down to fit its fixed with/height. But while saving the image after editing I am saving it with its original width/height. For this purpose I am storing the original Bitmapdata in a temp object and applying any edits there before saving.
how to create an image combining the Large image and the small images dropped into it. May be I can use display object snapshot but then I want to save the image with its original with/height and preferably after converting it to Bitmapdata.
I have an image loaded from an url and added to canvas as child. Then I am drag and dropping another image on it which also uses the senocular transform so the image can be transformed on the canvas. I have coded in such way that the transform handles shows up only after it's dropped on canvas. The image shows up correctly. But I am trying to save the result image (that is the main image and the dropped image on top of it), I only end up with the main image that was loaded earlier. The dropped image doesn't show up.
Below is the code for handleDrop() that is fired on dragDrop event and prepares the final image.
I am working on this image scroller, where thumbnails of images are displayed. I get each image by
function urlLoaded(event:Event):void { urlLoader.removeEventListener(Event.COMPLETE,urlLoaded); xml=XML(event.target.data);
[Code]....
So is there anyway I could use any of the above code to load the big image associated with the small image? If event.target points to the current thumbnail being picked up, could i do something like event.target.url to point to its name or something?
How can I copy or duplicate the bitmapdata from a mx:image component?
I need to display the same image in multiple screens of my application and don't want to have to download the image multiple times.
I could just use a urlrequest to download the image as a bitmap and copy that but I like the way you can can just set the source of the image component.
The image is already held locally on the client PC and it is an Air application. The image is not embedded, it is in the Application Storage directory.
I have seen this question: How can i get a BitmapData object out of a File object from a local jpeg file in AIR? but it uses URLRequest which I don't think is what I need because the file is local.
In Flex, I am using graphics.codec.JPEGEncoder to save image files that are edited inside application (normal manipulations like brightness etc.) I am able to save files perfectly. What I want to know is that is there any way I can save the image with a better dpi? Say, for instance the image that is loaded and manipulated was originally of 72dpi, now can I save it with a dpi of 150 or 300 ? If so, how to do it.
Doesn't have to be using the JPEGEncoder, if there's any way to do it at all, like using any library etc, I am okay with it.
Note: If it matters, I am using Bitmapdata to store the image and manipulations and saving the image with JPEGEncoder by supplying it's data as bytearray like below.
var imageBytes:ByteArray = encoder.encode(myBitmapData);
I am working on a flex project, where I have to load a couple of SVG files and compare their pixels. To compare the pixels, I like to convert them into a byte array (BitMapData). I am able to create a bitmap data for a PNG image, but not for a SVG image.
I have the code to copy parts of a huge loaded BitmapData to a target BitmapData that is just the size that I can display. I think I have set the scroll bars of an enclosing Canvas to show the size of the larger image and allow the user to scroll. Now I need to put the selected pixels on the screen. When I try to add a Bitmap component as a child of the Canvas, it get an error because Bitmap is not a UIComponent. What's the best way to put the target BitmapData into an Image component?
I'm currently working on a flash game and I need to know how to addChild a BitmapData or draw a BitmapData to screen. If I can't than how can I give a DisplayObject my BitmapData?
hi guys, i got this image i scaled down by .5. The user is then allowed to add objects to the image such as flowers that are sprites in the library. So basically, a jpeg that is 800 x 800 is down to 400 x 400 on the stage and the user is able to add objects to overlay the image.
i want to save the image with the flowers and objects back to its 800 x 800, how do i redraw this image using bitmapdata properly?
I am trying to take a snapshot of the masked region of an image... so, I load my image then perform the following functions:
private function manageLoadedImage(e:Event):void { _bitdata = e.currentTarget.content; // get the bitmap _bithold.addChild( _bitdata ); // add the bitmap to a sprite on the stage
[Code]....
I have a movie, inside that movie I have a thumbnail editor name ThumbEdit.
ThumbEdit has a movieclip on its stage called "holder1". In the document class of ThumbEdit I create a sprite "_bithold" and place it on the stage at holder1.x and holder1.y. When the image loads, I add the image to _bithold and then mask _bithold with a shape. So, I want to grab a snapshot of the masked region of _bithold but I'm not sure how I should go about doing that.
Im doing this game as final project for graduation and I want all imagery available and dynamicly loadable from a directory without a need to have it all imported into a library.
So is there a way to load external image and convert it to BitmapData or get its content at pixel level?
[edit]Cause I dont see any. If I load it with loadMovie, it becomes content of a MC and I dont know af any functionality to work with a MC as with a bitmap and any other loading method is not know to me too.[/edit]
I've read some stuff here and there, but I dont really understand how this would work. For example, I have an image of 800x500 and want to break this apart in 40 pieces (100x100), how would I do this using the bitMapData and (probably) draw Rectangles which will hold the pieces?
Let's say you have an image of a cartoon human that is wearing a blue jacket with white sleeves, blue shoes, and grey pants. Brown hair and biege skin tone.(My project actually has 1300 of these images - 325 are blue cloths, 325 are red cloths, 325 are green cloths, and 325 are purple cloths)I am having a major problem with file size and memory usage due to all the images, so I have been asked to see if there was a way I could programmatically change the clothing color... this way we can use any color we want, and only have 325 base images.I have been trying to play with color matrix filter and color transform, but I can't seem to get the hang of itIs there a way I can extract only the "blue" colors from the image and do a hue shift on it to the color that I want it to be without effecting the non-blue colors
I'm trying to display an image exported from a flash BitmapData in a basic webpage.[code]the above code does NOT work, I can't find a way to display the image embedded in the webpage.
I need to be able to zoom in on my image, but I cant get it to work properly. I've got an Image showing my content, and it get it's content from a BitmapData. The BitmapData is full-res, which is 2880x1620, and the Image is scaling to fit my window. The SmoothImage is the same as Image, but with smoothing added. <me:SmoothImage id="imageFull" visible="false" width="100%" height="100%" />
How would I go about zooming this image when I scroll my mouse? This is the code I have, and it does change the scaling factor. But since it's set to fit my view, nothing happens... public function videoBufferWheel(event:MouseEvent):void{ myZoom += (event.delta/10); if(myZoom >=1){ imageFull.scaleX = myZoom; imageFull.scaleY = myZoom; }else{ myZoom = 1; }}
I'm trying to grab the BitMapData from an Image, convert it to JPG, and send it to a server where it will be written to a file. It "looks" like it works, the resulting .jpg is the right size and displays in an image viewer, but there is no picture... just an off-white background. Here's a code snippet:
imgTemp.addEventListener(FlexEvent.UPDATE_COMPLETE , imageLoadedHandler); ... private function imageLoadedHandler(event:Event):void { if (imgTemp.width == 0) return;
[Code].....
Then send "ba" to the server where it's written as a .jpg.
The data "looks" right when I receive it on the server, correct length, bits look the same.
I'm trying to load external image into Flash like BitmapData. Problem is, whan I load image into movieClip and than I want to convert it by using draw(), in bitmapData variable is an old statement of mc (before loadClip instruction). But from the logic of source code is imposibe.
I have displayobject with vector and image data And I am trying to scale it in order to get big jpeg out of it with JPGEncoder.The thing is that once I am resample it using the Bitmap class (Matrix) and with draw method it's getting pixelated.How can I take a container with vector graphic and bitmap image and rescale it to bitmapdata without getting things pixled.This is the displayobject:The image in the center is high resolution image which I resize and all the other elements are vector graphic.Since the image is high resolution and all the other elements are vectors if I just call the scaleX property of the displayobkect it increase the contenier size and it all looks very good. But if I want to take a bitmap data out of it it's look terrible, The fonts getting pixelated and even the photo.I will like to know it there is a way to do it without getting things pixelated.
I've been looking at one of senocular's rather brilliant source files, specifically the 'rising grid transition', which performs a transition effect by using the bitmapData class. Currently,it loads a variable called 'tempbmp' by using the bitmapData.loadBitmap function:
var tempbmp = flash.display.BitmapData.loadBitmap('hill');
where hill is a jpg in the library with a linkage ID of 'hill'. what i'd like to know is if this process could use an image that is not in the Flash library. Is there a way to load an external image as a bitmapData object?
I'm creating a dynamic image gallery that resizes the images to fit the gallery size, and then smooths them out.I feel like I'm super close to getting it to work perfectly. The image smoothing always works, but the resizing is kind of iffy. The first image displayed will resize just fine, but when you view any others they're all distorted or squashed. What's strange is that I've traced out the resized image dimensions and they're exactly what they should be, but the images are still not resizing correctly.
Here's my code! I only included the parts of it that are really relevant, but let me know if you guys want to see all of it. It's a combination of a few tutorials that I found. I may be able to provide a live example, but it's for work so I'm not sure how the nondisclosure agreement would affect that.
Code: var thisWidth:Number; var thisHeight:Number; var maximumHeight:Number;//height to which movieclip to be resized