ActionScript 3.0 :: Flash BitmapData.copyPixels And BlendMode?
Oct 4, 2010
I'm loading a batch of 50 jpgs and once loaded, on enter frame, I'd like to change their alpha individually and apply BlendMode.ADD to all of them (also individually).
I can do this easy using normal Sprite objects, but this is not efficient enough (processor wise). I've played a bit with BitmapData.draw(source, null, null, BlendMode.Add) and that's still not efficient enough.
So I was wondering if I could achieve similar effect using copyPixels (which I know should be more efficient). Still, I'm a bit clueless on how could I apply BlendMode and alpha on a bitmapData object (I mean, I know I can't, but I was wondering if I could make this work using Matrix and filter manipulations).
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Aug 19, 2010
Set 2 MovieClips on the stage each having a rectangle in it which have different colors. Put them one over another and apply to the top one some blend mode that shows some visual difference. Ok so what I need to do now is grab the bitmapData from both and redraw it into a single MovieClip, so what I need is to merge the 2 bitmapData, which worked fine without a blendMode, but I can't get it to work right with blendMode[code]...
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Sep 5, 2010
I need to load a very big image on AS3 (currently sized at 8192x8192). I am aware that it does not fit any of the limits imposed by Flash regarding drawing to screen or creating a BitmapData of that size. I just want to load the image so I can copyPixels() some parts of it here and there.The thing is, I'm loading the .jpg file of that size with no problems. The size is recognized correctly from my Loader object. I load it like this:[code]But I am greeted with the #2015 "Invalid BitmapData" error usually reserved for BitmapDatas that are too big. The error also happens if I try to do a copyPixels(), which is what I need to do.Is there any workaround I can use so I can get data from an image this big on AS3?
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Nov 7, 2010
What do you think about mixing this two up? Would it lead to better performance for the scenario described below?However, method done below still contains jerking/stuttering in animationWhat my app does is to create a random mix of smiley and draw it into the canvas, and update the movement of the smiley (x,y)I have a source bitmapdata containing different smileys each of the same size.Example:The app creates a random mixture of smileys inrandom length;Example:tc...I have 2 vector that acts as pool. 1 vector is to store bitmapdata1 vector to store SmileyObject (SmileyObject has 3 properties, positionX, positionY,bitmapData)If the pools is empty, I create a new bitmapdata and SmileyObjectThe bitmapdata copypixels random smileys from the source bitmapdata.This is then placed into SmileyObject.I have a loop that goes through each smiley objectand copypixel each bitmapdata into the canvas along with the x,y position.However, even with copypixel and pooling bitmapdata + smiley object,I can still view the stutter / jerk / stuttering / jerking in the smiley animation.
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Feb 7, 2010
I'm trying to know if you can copy the pixels of many objects in one BitmapData without a huge slowdown. The slow down is made by calling the method multiple times, thus making a lot of variable declaration and disposal for the garbage collector. If someone know how to either immitate the copyPixel method or have any other way of solving this problem,
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Feb 17, 2011
Overlay blending mode in flash on trasnaprent, imported images, doesn't work properly! It leaves dimmed black background instead of transparency. Same thing is in CS4 and in CS5. What is even more weird is that in Flash preview stage window everything is fine, and it works, but after publishing the SWF, you can see black background.I looked for workaround that...no success. No one answeres to this question.
-I tried with 24png, 8png, gif with different settings. No success.
-Tried also with After Effects, and then export to SWF, it works surprisingly.
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Jan 31, 2007
I'm using Flash 8, with this code in the first frame:
import flash.display.BitmapData;
rissa._x=Stage.width/2;
rissa._y=Stage.height/2;[code].....
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");
Total ActionScript Errors: 1 Reported Errors: 1
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Oct 14, 2009
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..
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Aug 4, 2011
I'm not much of a scripter. I get by editing scripts similar to my needs. I learned a few things about blitting and I'm trying to get a rectangle area of a MovieClip to blit to a location on the stage. But I run into the error "Invalid BitmapData" which makes sense because I'm referencing a MovieClip and not an image. Is there a different AS3 command other then copyPixels that would work for a MC?
I know VCam would seem an obvious solution, however VCam scales to fill the entire stage. I only want to fill a small rectangle on the stage. I've already attempted to edit VCam with no success. Its probably not the same principle, but would it be possible to blit the matrix VCam uses?
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Mar 17, 2011
I have a BitmapData object with transparency (the sourceBitmapData parameter). Every time I use copyPixels() to copy it onto another BitmapData object the transparent pixels replace whatever is beneath them. I would like the copyPixels() function to simply ignore these fully transparent pixels (0x00) and NOT copy themBTW, I've tried setting the alphaMerge to true but that doesn't solve the issue - the whole source object just goes black and ignores ALL transparency.EDIT:
Here are the code snippets;
var b:UIComponent = new UIComponent();
b.graphics.beginFill(color, opacity);
[code].....
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Feb 20, 2011
I'm new to flash but have plenty of experience developing games, so when I started in flash I ignored pretty much everything that flash could do and just created a buffer the same size as my flash movie and drew my game direct to that with copyPixels. Now what I want to do is to add a menu to the game and it seems sensible to do make use of flash a little more. I can build a menu no problems in a .fla but can anyone tell me how I can render it over the top of my game?
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May 18, 2010
I have a 50x50 fixed rectangle in the center of the stage. I am using this rectangle as a "hit area" to copy pixels of a bitmap that is draged by the user to line up an area of the image he/she would like to crop.I have preview of the hit area displayed while the bm is being dragged which works well. However, once the bitmap is scaled using the slider component the preview area no longer reflects what is in the hit area.
Code below:
function mouseDownHandler(e:MouseEvent):void
{
// Contraint #8 - Define drag bounds[code].....
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May 21, 2009
So you've got a transparent png. Rather than importing that png with its alpha channel, I've always assumed it's better to import it with a black or white matte, then use Flash's blend modes (lighten, darken, screen, multiply) to show the transparency.Am I right on this, or does it make no difference in terms of cpu usage?I do believe that in terms of filesize, the matte saves quite a bit over the alpha channel.
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May 31, 2010
Does Flash Player 9's BlendMode ability transpose to normal bitmap data (JPG, PNG, etc.) outside or beneath the SWF? I have a movieclip that I'm trying to blend with an HTML background like Photoshop. It currently doesn't react to the options I've tried.
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Oct 1, 2011
I've been searching for the formula used intrinsically in Flash but I couldn't find anything. Does anybody know how the result colors are obtained when the 'layer' blend mode is chosen for the upper object? I thinks it's done separately in each channel using the transparency values.There might be some bitwise operations going on there but I'm not sure.
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Nov 10, 2009
I am trying to erase one movieclip from another using the blendmode="erase" setting, but can only get it to work on the stage as the parent. This means it erases a hole through everything! The attachmovie also doesn't seem to work as I was expecting and I was hoping that when you drag the movieclip, the attached clip would move with it? If you check out the FLA [URL] you can see whats happening right now and what I want to achieve (diagrams provided in FLA).
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Oct 19, 2011
Im trying to create a 'neon glow effect thru a combination of both BlendModes and glow filter Problem is, they seem to cancel each other out if applied together...not having any luch doing this dynamically.
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Aug 24, 2009
How can I punch out a alpha hole with the blue circle in the red circle with code? I can't wrap my head around setting up the blendMode properties.
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Sep 24, 2009
i've a problem with a MC containing 3 3D nested animated MC. When i place this MC on the main TLine, it give me
error #2007 Parameter blendMode must be non-null.
The I tried to set the blendmode of the 3 nested MC in the nested timeline:
nestedMC.blendMode = BlendMode.NORMAL;
but it keep giving me error...
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Jun 22, 2010
so, a blendMode seems to break on a nested movieclip in FP10 when you change a 3d propery of the parent clip? rotationY, rotationZ, etc...Example here (sorry, not enough posts to actually link):
ActionScript Code:
import flash.utils.*;
import flash.display.*;
[code].....
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Oct 7, 2010
i need to mix two images one photo and a placeholder. The idea is that we see the placeholder except where the palceholder has a particular color, in that case the user sees the photo. Something like chroma key.For this purpose i wrote a Pixel Bender shader that acts as a BlendMode. If the background is in the right color output the pixel image otherwhise output the pixel from the placeholder.
<languageVersion : 1.0;>
kernel Crossfade
< namespace : "mynamesp";
vendor : "Artbits snc";
[code]....
Everything works fine except for the fact that i had multiple placeholder, one over the other and my shader don't check the color of its own placeholder but the color of everything under the photo.Is there a way to force BlendMode to consider only a layer or a specific background color ?Is there a smarter way to obtain the same result ?
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Dec 29, 2011
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.
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Sep 26, 2009
I did a function for blit scrolling successfully using Draw(), but then I heard that copyPixels is faster. Unfortunately, I'm not having the same success with that as I had with draw();
Specifically, no matter what I try to use for the source image, it keeps saying that it can't be coerced into a bitmapData object:
Code:
TypeError: Error #1034: Type Coercion failed: cannot convert SourceBitmap_bm$ to flash.display.BitmapData.
I tried referencing the bitmap in my Library (That's how I'd prefer to do it, copy from an item already sitting in my library) that has base class "flash.display.BitmapData", yet I get the error. I tried putting the bitmap into a movieclip and copying from that, same error. I tried copying from an offscreen instance of the mc (which worked fine with draw()), same error.
It's a mess by now because i've tried so many things, but this is my code:
[Code]...
I see are for copying pixels after loading in an external file. Does anyone know of an example that works with items already in library?
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Sep 1, 2011
how to use the bitmapData collision method. Now I'm trying to figure out if there is a way to see at what angle or coordinate of the bitmapData the collision happens? I need it in order to figure the accurate bounce angle after the collision occurs.
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Aug 4, 2009
How would I go about using CopyPixels to build an isometric map? CopyPixels takes a specific rectangle and copies that onto a bitmap.. But how would one use that to build a seamless isometric map?Building a square top-down tiled map would be very simple as copypixels pastes each tile next to one another.. But for Isometric Maps, this would be different as some parts of the CopyPixels rectangle is over lapped into other tiles.. and this would 'erase' the bitmap of the other tiles currently on the bitmap..[URL]Fig2, is what happens when you try to do a copyPixel over an existing bitmap, assuming the white is transparent space.
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Jul 15, 2009
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?
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Nov 12, 2010
Traditionally, when blitting in old 2d games, flips and 90 degree rotations could be achieved with almost no performance hit. The reason for this is that the effect an be achieved by simply changing the order that pixels are copied.
I'm using copyPixels in Flash to get maximum performance. Is there any way to do a flip or 90 degree rotation using copyPixels? (Without pre-calculating and storing the flip/rotate). I couldn't find a way to do it, but it seems like it should be possible, because it is a very common technique in 2d games (well, not so much now that modern 2d games use 3d hardware acceleration... but Flash doesn't let us do that, so we need to use the traditional 2d techniques)
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Mar 1, 2012
I am making a custom renderer using the copyPixels function for my Haxe/Flash game. So I have this kind of code :
buffer.bitmapData.copyPixels(m_CurrentSkin, RECT3, POINT, null, null,true);
where :
-buffer is the bitmap where all my scene's objects are drawn
-m_CurrentSkinis the BitmapData that contains the current frame of the object to be drawn
Every time m_CurrentSkin contains a BitmapData that have never been drawn (the first time that an animation frame is drawn for example),I have a memory leak that is not garbage. However if m_CurrentSkin contains a BitmapData that have already been drawn (when the animation is played a second time for example), there isn't any memory leak.If I comment this line there is no leak so the problem comes from there.It seems that a copy of the BitmapData is cached in memory but I have checked in my code and there is no cacheAsBitmap explicitely set to true.
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Jan 19, 2009
Can anyone tell me if I can copyPixels with an irregular shape instead of just a rectangle?
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Oct 1, 2009
I am playing around with an old Zelda: Link's Awakening tile set, and was trying to make an application that will display the current selected tile.
I am well versed in as2 but have never had need for the bitmap classes until now. I have found examples of the copyPixel() function that work but could not get it to work in my code.
I have attached the .fla file I saved it as a CS2 (Flash 8) file. (I use CS3 and/or CS4 depending on which computer that I am currently using. This one is in CS3)
ActionScript Code:
// -----
// ----- Author: Nathan Sepulveda
// ----- Date: Oct 1, 2009
[Code]....
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