ActionScript 3.0 :: Antialias When Scaling Thumbs?
Mar 12, 2011
i'm trying to make a photo gallery but when i try to scale them, i get this distortions in the thumbs. i try to find how to fix this problem, searching in google, i found that i have to convert them to bitmap, but i can't make it work.
I was working with the XML Photo Gallery Thumbnail Tutorial on this site: http:[url]....
And I modified it for my own usage, making it a vertical gallery instead, and had no problems until I came upon the thumbnail images. When I replaced the original thumbs with my new thumbs (that I sized based on width, as it is a vertical gallery) it got all screwed up. The images are of all different shapes. So when it loads up, some of them had huge gaps in between them, and others were even overlapping. So I fixed it by making the heights of all the images the same, resulting in a working thumb gallery, but now half my thumbs are cropped off by the mask. I'm looking for a way to fix it where I still have the same spacing between the images, and that they are all the same width, but can vary in their height. Here's the section of the code I am using:
function thumbNailScroller() { // thumbnail code! this.createEmptyMovieClip("tscroller", 1000);[code]....
I'm also trouble figuring something out from the same tutorial, that I want to change. The tutorial uses these "Next" and "Previous" buttons. On the far right hand side, the half-circle buttons are what I assigned this to, but I don't really want them to have that function. I would rather have them function just like how the mouse functions when it rolls over the thumb gallery, except they scroll the thumbs up and down when clicked.
I have one row of text in a textField with specified height and width.When I set antiAliasType = "advanced"; the top of the text line is cut off. It doesn't matter what I set the height and width of the text field to. How can I solve this problem?
it is more or less like this: i have some things drawn into a container sprite; those things may include text and other stuff. then i create a bitmapdata and i render all that stuff into the bitmapdata, so when rendering it does not slow down too much, and i put that bitmapdata into a bitmap, and that bitmap into another sprite (this is because i pass it as parameter to a function set to receive a sprite, not a visual object). when i rotate the sprite that contains the bitmap, the picture looks kinda blocky, and the text appears very ugly, specially when there is rotation, even if there is no angle yet (probably due to rounding it may take as different than zero), the text appears with some lines that crosses it,probably due to rounding problems. i saw there was an option to smooth the bitmap when scaling though i have not read too much into it yet, i have also thought about adding a blur filter if rotation != 0, but i believe it would be making a mess out of it. It is working fine now, but it looks ugly when rotating, how do i set up a sprite so it antialiases when rotating?
I'm looking for a good way to antialias a bitmap i'm generating with actionscript3. My goal would be to achieve this processing from scratch.I read a lot on the subject but the most common algorithm are looking too loud (means it's freaky cpu-intensive) to work properly within my swf, because i'm using a scale2x algorithm to smooth the edges of my shape. It doesn't have to be colorfull, since my shape is black and white !
I'd like to display antialiased text on a component (in this case, a FB4 Spark Label, but that's irrelevant).
Am I reading the docs correctly, and the only way to antialias the text in Flash Builder 4 is to actually embed the whole damn font, even though it's vanilla Arial which 99.9% of all users have???
I am using embedded fonts in combination with antiAliasType ADVANCED which gives good results for smaller fontsizes.But if the textField contains a lot of text (> 20000 characters) then parts of the text is simply NOT shown. I have experimented with different values of the sharpness, but without results.
I'm building some navigation that extends all the way from left to right across my SWF. When the window resizes, I'd like the nav buttons to get wider but not have the text on the buttons get wider.
The buttons themselves are rectangles with a vertical gradient and a stroke around the outside. I'm using 9-slice scaling so the stroke doesn't scale, but the middle (gradient) gets wider or narrower.What'd be great is to be able to select an object or layer and say "don't scale, even if the rest of this movie clip scales". Is there a way to do that, or will I have to do it via actionscript?
i have a diagonal movieclip that I am trying to scale along with the background video. The background video scales perfect, I am attaching the diagonal movieclip (br in the code as bottomright) with addChild Instead of scaling with the window, it seems to repeat such as the image is displaying. this is the main section of the code that is doing the scaling
var br:mc_bottomright = new mc_bottomright(); addChild(br); //proportional scale if ((stage.stageWidth / stage.stageHeight)> (owidth/oheight))
I am trying to achieve an effect of scaling a movie clip on click...very similar to [URL] When the user clicks on See, Hear, Play and Shop boxes, the boxes expand. I have created a box movieclip that has a bar on top. This bar is a movie clip inside the box movieclip. When i try to scale the main box movieclip, the internal bar movie clip scales as well. How to stop this?
really sorry to bring this one up again. I've managed to create quite good working gallery. What I'm trying to now is create a menu that is attached to the scaling part but does not scale it self - in other words just changes position. here's an example of what I mean: galleru #1
What I'm trying to now is create a menu that is attached to the scaling part but does not scale it self - in other words just changes position. here's an example of what I mean: galleru #1
I'm trying to get each of my thumbs to load an individual picture but I can't seem to get it working. I have this script that has a trace for each thumb but I don't know how to actually get the thumb images to load individual pictures.I've tried using:img1.onRelease = function() { as a way of talking to each of my thumb pictures but it doesn't work.
Just want to put the thumbnails in a movie clip.Not any thumbs are appearing, there is a mc on stage, there are images and thumbs, there is a xml_fileďż˝
Code: var gallery_xml = new XML(); gallery_xml.ignoreWhite = true; gallery_xml.onLoad = function(ok) {[code]...
I am attempting to run the XML Photo Gallery with Thumbnails from the tutorial, but contained within an empty movie clip of another swf. I've been trying to rebuild my website in Flash and I was attempting to utilize this external gallery to keep the file size down. The Test Movie of the thumbnail_initial.swf works perfectly on its own, but the thumbnails no longer scroll when I test the website.swf that I have loaded thumbnail_initial into. I created an empty movie clip (analog_mc) and placed it where I want the gallery to load. On the page containing analog_mc (timeline path is Scene1 / siteContent / analogFrame), I have tried both of the following code in the actions layer:
analog_mc.loadMovie("thumbnail_initial.swf"); and loadMovie("thumbnail_initial.swf", analog_mc);
I get the same result with either: the gallery loads correctly where I've placed the analog_mc empty movie clip, the first three thumbs appear across the bottom, the Previous and Next buttons function, but the thumbnails do not scroll. I am using Flash CS3 on Vista, my AS skills are elementary as well as my XML.
how to make a custom hslider in Flex 4 (spark) with two thumbs? Since Flex 4 the thumbcount property of the slider component isn't longer available (at the mx component it was easily to set). I have to style the track and the thumbs.
I have a master movie clip with a movie clip embedded. This is to create a photo gallery. With in the master movie clip I have "buttons" or thumb nails of pictures to be displayed from the embedded movie clip (which are the pictures). I can't seem to get the thumbs to call on the frames where I want the movie motion tween to start to show a picture (the tween is to give the effect of fading in). Below is the code that I have (note that for the same buttons I have added some effect when the mouse rolls over and out of the thumb so disregard that part of the code)..
n somebody point me to a tutorial in AS2 for making an autoscrolling bar which contains thumbs. It should scroll very fluidly on mouseposition. I have no idea how to create this.
I want to load YouTube video thumbnails in my as3 project, i have tried to load via :[URL], but it works in local good, however when i upload it to my website it doesnt load thumbs. is there an api that i can use to load thumbnails? i am using TubeLoc to load videos, but i didnt find a function to load thumbs in this api.
I'm using the code below to create a simple gallery of thumbs in a line with space between each thumbnail.[code]I have a rollover/out function that scales up/down the thumb outwards from the centre of the thumb.I was expecting the scaling thumbnail to "push" the other thumbnails left and right as it scaled...but it only shifts the thumbs to the right of it and the thumbs to the left do not move.I need code to allow a scaling thumbnail to push aside the other thumbs in every direction.
I'm using the code below to create a simple gallery of thumbs in a line with space between each thumbnail.
ActionScript Code: onEnterFrame = function () { for (projIdx = 0; projIdx < projectsArray.length; projIdx++) { //space between photoThumbs
[Code].....
I have a rollover/out function that scales up/down the thumb outwards from the centre of the thumb.
I was expecting the scaling thumbnail to "push" the other thumbnails left and right as it scaled...but it only shifts the thumbs to the right of it and the thumbs to the left do not move.
Imagine a 3 thumbnails in a horizontal line, I want the middle thumbnail (thumbnail 2) to scale from the centre and push thumbnail 1 to the left and thumbnail 3 to the right. But obviously I want this to work for x amount of thumbs.
I'm trying to build an application that displays randomly thumbnails in a grid, but having problems with the random part. I'm displaying the thumbs in grid like this:
I'm trying to build an application that displays randomly thumbnails in a grid, but having problems with the random part.I'm displaying the thumbs in grid like this:Code: Select all//building a thumbnail container for each one of the projects from the library
var thumbContainerMisc_mc:ThumbContainer = new ThumbContainer(); thumbContainerMisc_mc.x = (200+1) * x_counterMisc; //setting the thumbnail x thumbContainerMisc_mc.y = (200+1) * y_counterMisc; //setting the thumbnail y