ActionScript 3.0 :: Increasing Time To Draw 10,000 Triangles
Nov 2, 2009
This is a test program to measure the time it takes Flash to draw a triangle 10,000 times. The app (code below) calls runTimeTest() every N seconds which draws the triangle 10,000 times. Now for the "interesting" part: each call takes increasingly more processor until after about the 6th or 7th call it goes to "infinity" (see screen shot of TaskManager) Weird bug or explainable??
This is a test program to measure the time it takes Flash to draw a triangle 10,000 times.
The app (code below) calls runTimeTest() every N seconds which draws the triangle 10,000 times.
Now for the "interesting" part: each call takes increasingly more processor until after about the 6th or 7th call it goes to "infinity" (see screen shot of TaskManager)
I'm not that familiar with AS3 but I got a script from someone where some objects are drawn.I want to add several triangles so that each triangle can be dragged on the stage.
Code: package app.simpleShapes { import flash.events.TUIO;// allows to connect to touchlib/tbeta
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.
Code: var myBitmapSource:BitmapData = new BitmapData ( street.width, street.height, false, 0x333333); myBitmapSource.draw(street, null, null, null, new Rectangle( 96, 5, 571, 450 ), true );
I know for a FACT that no part of the street clip I am drawing out is in negative space, and it's registration is (0,0). However, it cuts off A lot of the top of my image. y=5 in the above rectangle is where I need the top to be, but it cuts the top off of the image... even if I change it to 0, it has no effect.
I have a generative art app, and I'd like it to draw as many cycles as possible each frame without reducing the framerate. Is there a way to tell how much time is left until the screen updates/refreshes?I figure if I can approximate how many milliseconds each cycle takes, then I can run cycles until the amount of time left is less than the average or the peak cycle time, then let the screen refresh, then run another set of cycles.
I am trying to draw a continuous curved line in flash. There are many methods but none of the ones I have found so far quite fit my requirements. First of all, I want to use the flash graphic api's curveTo() method. I DO NOT want to simulate a curve with hundreds of calls to lineTo() per curved line segment. It is my experience and understanding that line segments are processor heavy. Flash's quadratic bezier curve should take less CPU power. [code]...
I have many layers in the main stage. on frame 20, I have this code drawing a curve between two countries in "Lines" layer . I have another layer right above this layer called "mask" in which in frame 20, I make a rectangle and until frame thirty, I move the rectangle with tween. I right clicked on the mask layer and set mask. Hoping that by masking the layer below it, I can make the curve being draw real time. But it is not working.
I want to draw stock price in real time as a candle graph. I get open flash chart from someone and it looks good at drawing. I don't know how to update the candle graph in real time (using Ajax?), and is it a good way? I use Python a lot. But I cannot find tools as easily to use as OFC.
I'm building a small 3D engine for a game I'm working on. I've got my basics sorted: textured triangles with backface culling. However depth sorting is proving to be a difficult problem.I'm calculating the face Z by averaging out the 3 points that make up the triangular face. The longer faces sometimes overlap the smaller faces since they have a larger Z value and therefore rise up in the depth sorted display list.Is there a way I can use the area of the polygon to influence the depth sorting in any way? Or are there algorithms to accurately detect which triangle is above which triangle?
At first I thought making tringles out of Polys was an easy concept. Considering I start with a quad of ABCD then I could convert this to two triangles of ABC and ADC, which is easy. However an alternate answer is BCD and BAD. The real differnce between the two outputs is exacerbrated when I now calculate the Normals for the two new faces. Also in some cases the edges break against the UV texture map in an undesirable way. Obviously in choosing the output faces I should be choosing the method as well that doesnt produce highly acute angles above all else. Unfortuantely I also have a number of pentagons and hexagons to render as well.
I am trying to achieve something similar to the flash movie in the below link. [URL]. As we drag the points of the triangle, the coordinates labels, ( A(1,2)) are properly aligned and arrange themselves so that they never collide with each other and never falls inside the triangle.
I am looking for useful tips for reducing or removing triangle overlapping in Away3D.I already tried to increas segmentsW and segmentsH but it doesn't solve the problem.Here is a snapshot of my problem (The complex cubes are made of Plane objects, Maybe there is a better way to build the complex cubes ?)
I am trying to calculate the top most intersection of an arbitrary number of planes, with no joy! I am using actionscript, but just need find an algorithm that i can implement.
Problem:
consider 3 vertical axis.The user enters 3 points for each triangle/plane such that the points of the triangle lie on one of the axis.The user can enter an arbitrary number of triangles I need to find the topmost layer of these triangles and display it on the screen as well as the coordinates of interection.
Here is a picture to clarify what I mean with 2 triangles:
However, when we allow for more than 2 triangles, I get awkward lines of intersection.
what's the main idea behind 3D in Flash. I mean, I've seen a lot of scripts to make rotating squares or triangles or whatever, but never managed to understand how they were made.
I'm trying to do some lean blitting for an object that rotates by rotating it once at startup and capturing a BitmapData snapshot of each 5 degrees. The problem I'm having is that the draw() method of the BitmapData object is only picking up pixels in the MovieClip that are below and to the right of the registration point. If I change the MC so that the registration point is in the top left corner, I sometimes get what looks like most of the pixels, but the entire object rotates into and out of the frame, since it's rotating around the corner and not the center.
I need to be able to draw a thick patterend line between 2 points in AS3, I can't use the draw API because it doesn't all me to actually put detail (pattern etc) into the thickness of the line, I thought about perhaps using the line to create a bitmap version and then using that as a mask, but I remember many years ago seeing some examples that use a movieclip as a source for a line.
I'm editing a scoller and have removed a photo from it however as the scroller scrolls a gap slowly appears where the original photo was. I can't seem to stop this happening?
I've been working on a flash animation that has been set to 12frames per second, but now my boss has told me it needs to be 25fps - but when i change the frame rate in 'modify>document' the whole thing just speeds up. Is there a way to increase the fps whilst retaining the original speed?
I am working on the following code and I keep getting a cut off at around the 'C' of Dave's computer.I know this is going to be a simple answer but I for the life of me cannot figure out HOW to extend the string visual field. I am pretty sure the secret lies in the variable len.
Code:
import flash.text.TextField; import flash.events.Event; var txtFld:TextField = new TextField();
I'm beginner in Flash CS4 and I'd like to know how to increase the number of image per second of my sequence because I want more smooth morphing. The time will not change.Actually, I have 24 image per second and I'd like to put 48. Is there a way to make it automatically without changing all by hand.for automatically : I mean, I just have to change my number of frame somewhere and flash will adjust my sequence and will use now 48 frame for 1s instead of 24 frame for 1s and regenerate morphing I use.
I want to adjust the width of DropDownList control in flex 4. I could do it by editing the skinclass and setting the PopupAnchor's Property "popUpWidthMatchesAnchorWidth" to false, but in my application I have to do it using actionscript.
I have a MovieClip, "my_mc", that is hidden and shown when you MouseOver a grey block that is on the stage, similar to a tool tip. Inside of this MovieClip is a TextField, "my_textbox", and another MovieClip, "my_box". "my_box" is underneath the textbox and will hold the graphics for the tooltip.
What I am trying to do is add a Sprite to "my_box" and set it's alpha to 50%, or 0.5 AS3. Well, I accomplished doing this, however, when you Mouse Out then Mouse Over again, the alpha increases by 50%, to what seems 75% alpha now, instead of staying at 50%. Do it again and it goes up another 50%, so on and so forth.
I have tried setting the "my_box" alpha, as well as the alpha of the Sprite that is drawn inside, and it still does it. Also another piece of info, when I trace the alpha, I get 0.5, even though it appears to be solid red on screen, after a few MouseOver/MouseOuts. The source files are attached, but for those who don't want to download, here is the AS3 code:
I was at an AS3 course recently and the instructor mentioned a book that had something to do with AS3 game examples. Has anyone seen something like this and liked it? The problem is I am fairly new to AS3 and it is coming slower than I had hoped. I am the only person in my office who deals with Flash and I also have other responsibilities. So, I am looking for ways to increase my proficiency.