ActionScript 3.0 :: Dynamic BitmapData / Redraw / Invalidation?

Jan 12, 2011

I am working on a character terminal emulator. Glyphs are 8x8, 1bit raw bitmaps There are 256 glyphs in the palette. A character buffer is a grid of single bytes, referencing the various glyphs in the palette 256 glyph palette.Essentially a character buffer is a big blocky bitmap, only instead of pixels it has glyphs.Rendering the character buffer is a rather quick, self-contained job in theory. The memory required is very low and the execution time is similar to a hardware blit.

It is redundant to have a 'back buffer', i.e. a BitmapData to store a rendering of the character buffer. it's too costly in memory and way overkill for the complexity of what is being rendered.I want to know if it is possible to feed data to the video memory similar to the way it is done with SampleDataEvents. I do not want to store a redundant BitmapData object since some of these character buffers are huge and rarely need to be rendered all at once. They only need to be 'invalidated', i.e. they only need to update small portions at a time as they are 'exposed'.

I have searched high and low and read the manual a million times. The closest thing I could find were the stage.invalidate() and RENDER events, but they don't seem to give me a rectangular area to feed data to. I also tried extending Bitmap, but could not figure out how to override it's default behaviour of reading pixels from a BitmapData.An example of what I'm doing can be found when using GTK's DrawingArea widget and it's 'expose' events, used for very fast rendering.

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