ActionScript 2.0 :: Cacheasbitmap Bug Cs3 / Flash Player 9?
Aug 19, 2009
Start a fresh AS2 document using its default publish settings. Draw a circle on the stage and convert it to a movieclip. Name it for example "my_mc". Apply a motion tween to it from left of the stage on frame 1 to right of the stage on frame 20. Test it and the circle moves from left to right.
Now apply this code on frame 1:
code: my_mc.cacheAsBitmap=true;
Test it again: the circle doesn't move; it freezes on its left position of frame 1.
Now change the publish settings from 'flash player 9' to 'flash player 8'. The motion tween now works again
Is this some bug anyone is aware of? Why can't I apply cacheAsBitmap AND a motion tween on a movieclip when using a AS2 document and Flash Player 9?
Just open attached file. While on its flash player 9 setting the circle doesn't move. Change the setting to flash player 8 and it moves again.
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Dec 26, 2011
So if i have a bitmap in a mc that doesnt animate (because i write directly into the bitmapdata) can i use CACHEASBITMAP?
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Mar 7, 2009
when cacheAsBitmap is true, do x and y suddenly become ints? im ok with them being drawn this way, but my calculations require x and y to be numbers, because else strange behaviour occurs, which is happening now.
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Sep 19, 2011
Why does hitTestPoint isn't working on DisplayObjects that has cacheAsBitmap set to true?It does work, but it takes the Whole rectangle of Display object, not respecting wheather or not pixel is transparent or not (transparent pixels return true after hiTestPoint)
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May 30, 2011
Is there any way to add 3D properties like .z and .rotationY without the MovieClip's cacheAsBitmap property being automatically set to true? This automatic cacheAsBitmap to true messes up the visual of my MC (which is using a lot of bitmaps and filters) as soon as I rotate it in 3D. And turning it "off" right after it doesn't seem to work.
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Jul 30, 2010
I'm loading child swfs in main swf, but as default all loaded swfs has cacheAsBitmap set to true, how to set it to false from main swf? this: loadedSwf.cacheAsBitmap = false; - have no effect.
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Aug 6, 2011
I'm loading a MovieClip which pixels should be displayed perfectly.Every child of this MovieClip and the MovieClip itself uses only whole integers in position and size.The funny thing is that even if I use "myMovieClip.cacheAsBitmap = true" sometimes it will appear blurry.
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Jan 4, 2008
CacheAsBitmap stores a raster copy of a movieclip in memory to use. If that movieclip is rotated or scaled, the performance gain is lost as it must re-cache the new movieclip. I assume this also applies to a movieclip that has a constantly repeating internal timeline, even if that movieclip isn't rotating or being scaled. However, do additional frames (that aren't being used) affect this?I have a 'player' movieclip. This movieclip consists of about ten frames, each its own animation. Idle stance, walking, jumping, all the standard stuff. THe movieclip remains stopped on frame 1 (idle stance) for most of the game. Right now the Idle stance is an animation, so to use cacheAsBitmap I need to stop the idle animation. That's fine, but does the additional content in the movieclip interfere with this? If I go from a walking animation back to the idle stance will it re-cache the idle stance for me?
The main reason I ask is that I wasn't able to notice much of a performance difference between either method. Cacheasbitmap on a player sprite with animated idle stance, and Cacheasbitmap on a player sprite with a static idle stance. Both resulted in 39 fps (set to 40) in the flash player. Which is good I suppose, but I don't know how the results will vary for someone with a slow computerThis is an important area of the game because at any given time there could be up to 12 player sprites on the screen (all with filters attached to them). So if one player is moving left/right the other 11 must be re-translated on each frame (since the stage moves too) so if all 11 players are playing their idle animations, with a glow filter, WHILE flash tries to re-cache all of them, that could lead to performance issues (although it hasn't yet for me)I want to give players the option to disable the idle animation, I just hope that it's actually working the way I intend. If cacheasbitmap fails because of any other content inside the movieclip then this would be a useless feature.
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Mar 3, 2010
In the root of my swf i have 2 mc files "menu" and "mask". Mask has inside a vector gradient, while menu is a vertical scroll-able menu, then the mask makes a fading effect on top/bottom. The code:
Code:
stop();
_root.menu_mask.cacheAsBitmap = true;
_root.menu.cacheAsBitmap = true;
_root.menu.setMask (menu_mask);
Inside the menu i have, on first frame, the code for scrolling ( and some functions cause the buttons are duplicated from info on a xml file). The code:
Code:
stop();
var yPos = -23;[code].......
The Problem: If i Scroll the buttons all way up, the mask transparency parts looks like to move right (not the whole mask, just the transparency points). If i set no transparency for the mask, this problem doesn't show up.
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Mar 15, 2010
I'm actually rendering quite a complex 3D scene (complex is a relative term here, doing a similar scene in d3d or opengl would be a breeze, but they're hardware accelerated so you'd expect that). I've built a 3D engine with some basic features including depth sorting, 3D tweening, and mapping between polar and cartesian coordinates. This last bit should be a give away as to what I'm doing - I'm rendering a 2d grid onto a sphere that I then unravel, spin around, squash, expand all so the Client goes ooh and aah. The trouble, is that on anything other than my workstation, rendering crawls. From discussions with other flash programmers and my own investigations, the slow down is most definitely caused by the rendering itself, and not my relatively swift matrix and sorting calculations (they take around 5-14ms tops depending on the complexity of the scene) .
So, my question is, what exactly does happen when I set cacheAsBitmap to true on a display object? I see no texture map distortion so I'm under the impression that flash automatically splits the cached bitmap into polygons for rendering, but how good is flash at doing this? I don't care about texture distortion on objects beyond a certain z value because they're far away, and try as I might I have found no way of setting the equivalent of a display objects 3d render quality. I'm certain that if I could set such a value, I'd at least double the render speed of my scene by only rendering many polys for objects near the camera. Failing this, is there a way to coerce flash into rendering a low poly object? Perhaps by making invisible any graphically complex children?
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Mar 8, 2011
I'm using cacheAsBitmap to create a gradient mask. The code I set up worked great and all was well but I soon discovered problems when cacheAsBitmap was being nullified when its parent mc was loaded into another mc. I read up on it and from what I understand, since I'm using the MovieClipLoader class, this code should be included in onLoadInit in the root mc (start_mc). Basically this is what I have: start_mc loads main_mc (target) and rollMask1 and roll1 are contained within main_mc. Here's the script for onLoadInit:
[Code]...
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Feb 16, 2010
is it possible to get access to Flash's internal bitmap cache of an object when CacheAsBitmap is on ?
eg, something like:
var bmd:BitmapData = someDisplayObject.getCachedBitmapData();
if (bmd != null)
trace("stoked!");
else
trace("bummer. got to bmd.Draw(someDisplayObject) ourselves.");
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Aug 30, 2011
in order to increase performance of a scrollRect i must cache the vector as a bitmap, otherwise the scrollRect will be simply a less performant mask (info source).however, i can't seem to move an object/scrollRect once i've applied cacheAsBitmap. why?
package
{
//Imports
import flash.display.Screen;
import flash.display.Sprite;
[code].....
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Aug 2, 2010
I'm a seasoned AS3 developer working on a major online project and we've run across a strange visual anomaly which is connected to the movieclip cacheAsBitmap property. When using author-time additive blends (which we use for lighting effects) in a movieclip, turning on the cacheAsBitmap property (without which performance becomes unacceptable in our very detailed art) seems to 'destroy' the additive blend. The art director says that the visual effect produced is as if the blend mode had been set to Normal, which I can confirm--some blends which are yellow turn orange, other 'spotlights' turn from transparent yellow to dark gray.
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Dec 25, 2011
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Jun 3, 2009
I have a very complex vector symbol on the Stage - background_mc. I have set background_mc.cacheAsBitmap = true.This turns background to bitmap and makes Stage repaint fast.Every frame the background light changes.I use the following code to alter the light.
(new Color(background_mc)).setTransform(light);
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Aug 2, 2010
I have an image converted into MovieClip (background) and I have a mask MovieClip (bgMask) set to mask the image MovieClip like this:
[Code]....
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[Code]....
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*code*var imageLoader:Loader;imageLoader = new Loader(); // 1120: Access to undefined property imageLoader*/code*
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[Code]...
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I'm pretty new to Action script and I have a problem here that I can't seem to figure out.
I have this Action Script Code which is attached to a simple movieclip, and it all works IF the general settings are set for Flash Player 6.
It does not work for Flash Player 7 or above, which is probably because this is Actions Script 1 Code...
I attached the .fla file and also here's the code:
[Code]...
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Code:
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Code:
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[Code]...
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May 8, 2011
I am trying to put together a simple game and have been doing really well until I decided I am going to have to create a new class to handle enemies.What I have so far is a player walking around on random terrains and I am up to the point where I have placed x amount of enemies on stage at appropriate times. I have written their class which will hopefully eventually handle their behavior and it outputs simple trace("BOO!").
Where I face the problem is that I obviously would like to make these enemies follow the player to attack. But when I try to access the .x or .y attributes of the player, it throws an error: 'call to a possibly undefined property with static type Class'?I have tried accessing the .x using the following ways (where badger is my player instance and Main is my class definition within the properties of the FLA):
Main.badger.x
Main(root).badger.x
Stage.badger.x
I have also tried to access other vars and still nope..My class code is this:
Code:
package
{
import flash.display.MovieClip
import flash.display.Stage
[code]....
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