ActionScript 2.0 :: Choose Where BitmapData.draw() Begins On A Movie Clip?

Feb 4, 2012

Im trying to use BitmapData.draw() on a movie clip, thing I noticed is that this method always draw from the top left of the movie clip, is there a way to "center" the draw method somewhere else on the mc?

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I am having an issue with using BitmapData.draw(stage). I am getting the following error:

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I am using the draw() method of the BitmapData to encode a jpeg of part of the image. Now this should be easy enough given the object I want to draw to the bitmap is on the stage at design time so I know its location and dimetions exactly! Heres the code I have in place.

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I created a simple drawing program in Flash CS5. I need to be able to draw on top of a movie clip, but the drawing always goes behind.[code]

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ActionScript 2.0 :: Draw And Call A Simple Movie Clip?

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I am new to actionscripts and I'm having some difficulty. I am creating a website that teaches kids about the about the brain and I am creating a website very familiar to this one,[URL]..So far I only know how to draw and call a simple movie clip such as what you see below. What I am trying to do is create the features that you see on the above website. I'll try to explain as best as possible what I have done so far:

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I am new to actionscripts and I'm having some difficulty. I am creating a website that teaches kids about the about the brain and I am creating a website very familiar to this one, http:[url].......

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button and one animated movie that includes text.
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[code].....

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I need t draw a rectangle on a movie clip(board_mc) by dragging mouse over it......It works fine till here but I want to put the movie clip(board_mc) in scrollpane.
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I have problem when drawing transparent png image on transparent bitmapData.

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I want to extract a bitmapdata from one of the first frames of a video flv, and it works correctly in Flash debug with these statements[code]...

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the problem may be a simple one but I can't figure it out. I have an image loaded into BitmapData. now I want to take text from a textinput and put it on the BitmapData. Basically it's drawing a text on the BitmapData and get the result as another BitmapData that will consist of the original BitmapData with the text drawn over it on a specified position

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Right now I only have this code, but I'm not using BitmapData.draw(). How can I write my code using BitmapData.draw()?[code]

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When is a Bitmap not a Bitmap ?I can apply (using Sandy) an image as a texture :

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I can trace an object and form a bitmap :

[code]......

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ActionScript 3.0 :: Matrix & BitmapData.draw?

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ActionScript 3.0 :: [FLEX] BitmapData.draw()?

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I'm trying to use images from wikimedia to tile a shape, but Wikimedia does not use crossdomain.xml files, so I get a security error whenever I try to do anything with BitmapData.draw().

[Code]...

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I am using NetStream.appendBytes() to play a local video (no server involved) in Adobe AIR. I would like to use BitmapData.draw() to take a picture of the video output, but I am getting this error:

Error #2123: Security sandbox violation: BitmapData.draw: cannot access null. No policy files granted access.

Here is some sample code:

package
{
import flash.display.Sprite;
import flash.filesystem.File;

[Code].....

This is only sample code use for an explanation. The error would happen when calling the getImage method while the video is playing. The error mentions a policy file not found. Since the file is loaded locally there isn't really a place to put a policy file. Is there a policy setting somewhere that needs to be set or is the BitmapData.draw feature just not available when using appendBytes?

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