ActionScript 3.0 :: Getting The Bitmap Rotation Performance?

Dec 15, 2009

I've been developing an application which uses a lot of sprites to create a 'wheel of fortune'-like object. Since I use several filters, sprites, countless calculations, and various other tricks to draw it, it became painfully slow to try to spin that, as flash had to redraw everything every frame.

Needless to say, I took the bitmapData 'snapshot' approach - I drew the massive combined sprite to a bitmapData, removed the original sprites, filters, et al from the display list and nulled them, Threw the BMD into a Bitmap object, placed that in a container sprite so that I wouldn't have to continually use a matrix to rotate from the center when it registers at the top left, and started rotating the container.

Unfortunately, it seems that rotating the container with this 500x500 Bitmap in it is nearly as slow as it was when I hadn't snapshotted it and rotated the whole thing, filters and all. I have already played with the BitmapData's transparency, turned on and off cacheAsBitmap on various combinations of containers and the bitmap itself (hahaha), checked the Bitmap.smoothing property out, blah blah blah, the whole nine yards. Rotating a decently sized Bitmap (thus making pre-rendered/calculated frames a really bad idea) ... how do I make this run at a tolerable speed without eating my CPU and turning the fans on?

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