I'm trying to dynamically resize a set of images that are being loaded through the MovieClipLoader class. The code below seems to work, except that the images do not appear to be 'smoothed' at all...
When you load an image into a MovieClip then use that as the data source to draw() into a BitmapData object, the documentation says "Optionally, you can specify whether the bitmap should be smoothed when scaled. This works only if the source object is a BitmapData object." To me that implies that a second BitmapData object is needed in order for the optional [smooth:Boolean] parameter to work when set to true.
We found we didn't need to "double buffer" in this way when using MovieClip.attachBitmap() with the [smoothing:Boolean] parameter set to true. We did run into another problem though. This problem only manifests itself when you run the SWF as part of an HTML file running from a local web server like http://127.0.0.1. Here's the problem: images are loaded dynamically (URL's pulled from assets.xml) and the ones that are loaded locally from a directory on the same machine load and are smooth and distortion free. Other URL's point to a remote host. The images loaded via a remote source (example) do not "smooth nicely" running the exact same code as the local images. The remote images are shimmery and exhibit update artifacts. If you run the exact same page not via an http:// web sever i.e. - just loading the html page into the IE, then the remote images do get nice smoothing when animated.
Is there some magic to get BitmapData loaded from a remote source to smooth correctly when run from a local web sever? For our internal demo we removed any remote URLs so we could demonstrate that Flash does provide the ability for nice smooth animations but it would be a good problem to solve.
Okay, so this little peice of code works perfectly. The author of this code has set the code up so it loads the file you want, and scales it to 150% and rotates it 15 degrees, the problem is, I cant see where in the code you can set what to scale it by or rotate,
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
I'm having a helluva time trying to figure out the syntax for smoothing of dynamically loaded png's. It's such an easy function for as3, but seems very complicated in as2.
Ive searched and found this property .smoothing = true; But since im not using any bitmap vars i dont know where to put it, or maybe is it impossible to smooth images from my code and i need to rewrite it with bitmap stuff?
PHP Code: var myXML:XML = new XML(); var XML_URL:String = "newsXML.xml"; var myXMLURL:URLRequest = new URLRequest(XML_URL); var myLoader:URLLoader = new URLLoader(myXMLURL); myLoader.addEventListener("complete", xmlLoaded); [Code]....
way to smooth my images via ac3. Ive searched and found this property .smoothing = true; But since im not using any bitmap vars i dont know where to put it, or maybe is it impossible to smooth images from my code and i need to rewrite it with bitmap stuff?
ActionScript Code: var myXML:XML = new XML(); var XML_URL:String = "newsXML.xml";
I have a loop which is trying to load a folder full of images into my scene, the images are going to be scaled to roughly 80% of their original size (they get scaled back to 100% so they need to stay at their current size) the loop will always get the right amount of images for the images in the folder so there isnt going to be any problems about it not not finding or loading pictures etcWhen i have tried doing it recently I have my loop load my images, once the image has finished loading it calls a function which takes the data and adds it to a bitmap, which is then smoothed. The problem seems to be it only adds one of the images to the stage when its done, does anyone know the specific way of adding a large amount of images to the stage, do you have to add all the images to a list and then run the bitmap smoothing on each item in the list?
In Flash, I can go into the properties of an image in the library and check 'allow smoothing' to enable resampling when the image is scaled or rotated.
How can I achieve the same effect for images loaded dynamically by the SWF from an external URL?
as you surely know, setting a picture in your library to "allow smoothing" makes it high quality while resizing, rotating, etc with it on the scene.
Now I'd like to know how to set this to a picture you externally load while playing, cause obviously you can't set its parameter "allow smoothing" to true in the library, it'll never be in your library...
I found one thing that draws a bitmap, copies the pict, etc, but it's very slow at usage. I need something faster but the quality of the image must be perfect.
Anyway, I'm an animator and I've zero knowledge about AS. =( So, I want to ask, if you can explain following things: How can I change the glow and/or trail color? How can I tween this manually? Am I allowed to post request here actually? =P
In it are about 20 thumbnails that, when clicked, open up into large ~750x600 images. The images contain some text on them. In Flash itself, the images open up properly and look great. But when the site is placed on the web (and the html code below is used), the images are resized to smaller, poorer quality and the text (on the images) is practically unreadable. I have tried the images as jpegs and pngs - both look crappy on the web.
I use the following html code to make the site fit peoples' various browser window sizes. This is what is causing my problem, because when I don't use this html code the images look fine. But, I NEED to use this code in order for the site to fit various browser windows.
HTML Code: <OBJECT classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0" WIDTH="100%" HEIGHT="100%" id="index.swf">
[Code]....
So how can I make my site fit the browser window WITHOUT ruining my images in the process? How can I 1) keep the image sizes constant, or 2) let the images resize along with the rest of the site, but keep them in good quality?
I bought and installed a component and now the place I got it from is not giving support and their site has been pulled. The issues is that I can't figure out how to convert the loaded images into bitmaps in order to apply smoothing. Can someone look at the code in the attached .fla and give me a heads up as to where to add i
I'm trying to make smoothing for images which loaded with loadclip(). I found function for smoothing and it works but only for movieclips located in _level0, for example _level0.mc, but I want to smooth children MC, for example _level0.parent_mc.children_mc and then image just disappears. Smoothing function:
here = this; // trace(here) == _level0 bg_smooth = function (bg):Void { var bg_depth:Number = bg.getDepth(); var bg_name:String = bg._name; var bg_parent = bg._parent; [Code] .....
Also tried to write _level0.parent_mc['children_mc'] instead of parent_mc.children_mc and to make here == _level0.parent_mc - still no luck. If I remove bg_smooth (element) on load complete then all works fine but of course smoothing disabled.
I have a MovieClip in my library called WindowHider. The timeline for WindowHider contains a frame-by-frame animation that is made up of individual PNG images that I imported. Each of the 10 or so PNG images sits on it's own frame within WindowHider.I can successfully create an instance of WindowHider within my Document class and add it to the display list.
Question: Is it possible to access the smoothing property of the PNG images within WindowHider's timeline, from the Document class? The WindowHider class is animated and rotates, thus the pixels show and the image is jagged. I know if I could access the smoothing property it would solve the issue.
I'm scaling down images loaded from as3 and I want them to stay sharp. They are scaled because I have a liquid layout which resizes a "body" movieclip that contains the images (loaded from xml).
I used code from here to scale bitmap, but I don't really understand it. [URL]
My biggest problem is that since the images are loaded as displayObjects rather than bitmaps, I need to know how to change the bitmapData of each displayObject.
Second problem is that I need the code the change the data, but not scale it down also(it is already scaled down). How do I do that?
Here is my attempt...
Code: //code is executed when image is first loaded (I don't care if it is resized afterwards) //thumb is the displayObject that is my image
I am creating an interactive post-it for an upcoming event that allows for us to tap into a sql database and post tweets, survey answers and images. We've already tapped into the Twitter API and the survey, so those are A-OK.The problem lies within loading the images from a location other than the local interactive board's server.If the image itself is locally hosted, it loads just fine.If the image is hosted elsewhere, the image will not load, even though I have a trace on the URL of said image.I'm loading all tweets, surveys and images through an XML load and all the data is loading properly.I AM loading the image through a smoothing filter so that when the "post-its" are slightly rotated, they are not jagged. Here is THAT code:[code]
This is a two part script where the bulk loads in the image and places it into an empty movieclip, then adds the smoothing filter. The second part is a resizer that automatically resizes the image and keeps the aspect ratio.When I test the flash piece (not embedded in HTML) the thing works 100%.As soon as I put the swf into an html and view it on a web page, the remote images will not load.I'm a bit stumped on why this is, could this be a firewall or security issue? Because I work in a high security firewall environment.
As my as3 skills are not good, I stumbled against this problem, my approach in overall will probably not be the easiest, but here it goes:
In the library of my fla file I have imported 4 pictures, in the properties (class) I gave them the name photo0, photo1, photo2, photo3. With my code on the time line I create dynamically 4 movieclips and now I want to attach photo0 to movieclip 1 and photo 2 to movieclip 2 and sofort...
Is there a way to give the bitmapdata name also a dynamic name, something like[code]...
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.
how to scale down flash images using BitmapData and Matrix?? I'm using it for fullscreen so that the images are always perfect. I've been tampering with this, but cannot get it to work properly.
I have created a motion-tween with three images rotating in a flat circle from the foreground to the back. As the images move to the background, they shrink in size 25% and darken a bit. The motion has three stopping stages, with each image having a period in the foreground.
I am having an issue figuring how to make the images in the front to overlap those in the back as it rotates. I have tried placing each image on a seperate layer and placing the images on a single layer but it doesn't function the way I hope.
I am trying to let the user import giant images into a flash application. Unfortunately the BitmapData object's dimensions cannot exceed "8,191 pixels in width or height, and the total number of pixels cannot exceed 16,777,215 pixels" (see Reference)
Obviously with FlashPlayer11 these limitations vanish - BUT: As I only get bytes from the FileReference, I need to convert these via Loader.loadBytes(), to get access to the image data. This doesn't seem to work for images exceeding the old BitmapData limitations.
I have spent some time looking at the Kirupa XML gallery with the thumb navigaition sliderOne problem emerge when i use different sized images (same height, different widths).If one thumbnail is half the width of the others, that thumbnail will be placed directly on top of one of the others. Furthermore if the "large" image also is half the width of the others (which it also is here) it'll get placed starting from the left and have a gray background where there is no image (which makes sense since the background is grey in the .fla).My question is: how i can get the gallery to display all thumbnails with the same spacing between them no matter what width they have (in my case they will all have same height). And if a thumbnail is not as large as the "default size"(for example 67 in height and 100 in width) is it possible to center that image in the "large image" display?
When I publish the file, I'm getting the following error message in the Output panel:
**Error** Scene=Scene 1, layer=Layer 2, frame=1:Line 7: The class or interface 'BitmapData.loadBitmap' could not be loaded. var plaid:BitmapData.loadBitmap("plaid");
I am trying to use the reflect class from "http://pixelfumes.blogspot.com/2007/03/reflection-class-v3-with-source .html" but I keep getting this error:
ArgumentError: Error #2015: Invalid BitmapData. at flash.display::BitmapData() at Reflect() at Site_fla::GalleryPage_29/loadThumbs() at Site_fla::GalleryPage_29/sortXML()
[Code]...
btw, first I used assigned thumbContainer as the mc argument (outside the loadThumbs() function) and it worked but not exactly what I wanted... because I thought it is supposed to update when the movieclip is animated but it actually didn't... when I use a scroller, only the thumbs that are first loaded to the stage get the reflection..
I've been using BitmapData.copyPixels() to draw graphics onto a canvas (Bitmap).I need to rotate the resulting graphics without the use of draw() because it's vastly slower.How can I rotate the target graphic? I'm assuming that there might be a formula or library that I can use which will first reorganize the pixels that make up a graphic based on an origin (point) and radians.I'm pretty certain that I'm not capable of creating such logic, so if there are any known libraries that do this, that would be awesome.I'd like to achieve something similar to XNA's SpriteBatch.Draw() method, which accepts rotation as its 5th argument.
I'm attempting to "cache images in" upon loading my SWF, and I am not sure what the standard is for this. Basically I have (let's say) 5 buttons and 5 accompanying images. When the SWF is loading on a server, I want all 5 of my images to be loaded into memory, but not copied. Then when I click on one of the buttons it would bring up the corresponding image for that button id. Couple of things to point out: I don't don't if I need multiple clip loaders or one multiple BitmapData instances or one I *do* know that I need multiple movieclips, FWIW. Here's my start: