ActionScript 3.0 :: Gpu Rendering And Bitmaps?

Mar 17, 2012

I'm working on better performance on mobile device with gpu rendering set to on. I use only bitmaps for animations, but I have some doubts:

1. If my content is poor bitmap (jpg or png file) should I cache its container as bitmap?

2. Shoud I use cacheAsBitmapMatrix for my bitmaps to have smoother animations or poor bitmaps are already optimized?

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I'm trying to figure out the best way to compare a single bitmap against perhaps an array of saved bitmaps to see how close of a match it may be to any one of the bitmaps stored in the array. Right now I'm running a for loop that uses the bitmapData.compare() method to try to compare to see how much of a variance there is but... to be honest I'm at a loss as to how to use the resulting data to do so. Does anyone know of any good method to accomplish what I am trying to do? Forget looking at my code it's a waste of time because simply, it's not working.

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ActionScript 3.0 :: Using Multiple Bitmaps?

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I was wondering which method would be the most efficient (run faster)...Lets say I have multiple layering of animations, say a moving sky, then birds, then fireworks ordered respectively. Is better to have one bitmapdata (called BD) then do a copypixel of sky, then bird, then firework at every tick (I'm using a timer) and put it in one bitmap.

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I'm loading some external images and trying to get them to smooth, but for some reason it's not happening. i've been trying everything i can find on the internet over the past 10 hours or so, and nothing's worked.The code on my movieclip (first frame) is:
 
[code]...

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Quicker Way To Arrange Several Bitmaps

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I want to know if there is a faster way to take several bitmaps and arrange them one after another in a single layer in a movie clip.

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Stage 1: Import the bitmaps to the stage

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IDE :: Add Bitmaps To The Stage Dynamically?

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I have a jpeg that I have exported to actionscript via the library. The jpeg class is "adcouncil". If I want to add it to the stage I would use the following code:

Code:
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Code:
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ActionScript 3.0 :: AIR Publishing With Bitmaps?

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Sometimes I have a problem publishing to an xfl file. The bitmaps in the library do not save with the xfl save to the LIBRARY folder. I've tried resaving as another .fla before re-exporting as an xfl. but I do not seem to find the proper way to overcome this?

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ActionScript 3.0 :: First Bitmaps Start To Disappear?

Jul 22, 2009

I'm having an issue where after 24 bitmaps are placed inside a sprite, the first bitmaps start to disappear. When the last added Bitmaps get removed from the display list, the older ones start to reappear. Go here and check it out: http:[url].... draw 24 dots or whatever with the pencil tool (the only one that draws to a bitmap). You should notice that the 24th dot will cause the 1st one to disappear. Undoing (which simple removes the top bitmap/sprite) causes the 24th one to be removed (which is correct) but the 1st one also reappears which means its still there just not visible .Here are the relevant methods:

Code:
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ActionScript 3.0 :: How To Gradients In Bitmaps Affect CPU

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ActionScript 1/2 :: Best Method For Resizing Bitmaps

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Actionscript 3 :: BitmapData Built-in To Bitmaps?

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AS2 :: Flash - Load Bitmaps In An Array?

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I would know if with AS2 it's possible to load programmatically a bulk of images and save them in an array; then how to attach programmatically each image to an empty movieclip.

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Actionscript 3 :: Comparing Two Bitmaps Against Each Other For Match?

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I'm trying to position an image on top of another image based upon the make-up of the smaller image. The smaller image is a cut-out of a larger image and I need it to be positioned exactly on the larger image to make it look like a single image, but allow for separate filters and alphas to be applied. As the images are not simple rectangles or circles, but complex satellite images, I cannot simply redraw them in code. I have quite a few images and therefore do not feel like manually finding the position of each image every and hard setting them manually in actionscript. Is there any way for me to sample a small 5-10 sq. pixel area against the larger image and set the x and y values of the smaller image if a perfect match is found? All the images are in an array and iterating through them has already been set, I just need a way to sample and match pixels. My first guess was to loop the images pixel by pixel right and down, covering the whole bitmap and moving to the next child in the array once a match was found, leaving the matched child where it was when the perfect match was found.

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Actionscript 3 :: Bitmaps Are Too Large And Improperly Placed?

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Alright I'm programming in actionscript 3, using flex as a compiler. I have an 16x16 large PNG file that is basically a square outline like this:But in more noticeable colors.

I want to draw an 11x11 grid of these squares, so I use these for loops:
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{

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Actionscript :: Bitmaps Faster Than Vectors?

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I'm working on a project which draws circles continuously at framerate and animates them around the stage and I'm running into performance issues.

I'm already converting all objects to bitmapData as soon as they become static. My question is, will converting the circles to bitmapData as soon as they are drawn increase performance? In other words, is animating say, 200 bitmaps (with transparency) faster than 200 vector circles?

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If they were more complex shapes than circles would the answer be different?

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Actionscript 3 :: Attach Bitmaps To A MovieClip?

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I have a bunch of Bitmaps stored in the library and I want to display some of them on the stage via actionscript. All I need is to attach each of them to a MovieClip and use addChild() on the stage. Also I want to be able change the attached bitmaps dynamically.

What is the easiest way to do this?

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ActionScript 3.0 :: Array Of The Disappearing Bitmaps?

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I have an array: possessionPics.

Code:
trace(possessionPics[0])
returns: [Object Bitmap]

[Cpde].....

Just gets me: TypeError: Error #1034: Type Coercion failed: cannot convert []@1c87df59 to flash.display.Bitmap.

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ActionScript 3.0 :: Assign Bitmaps As Sprites?

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I've done this before with SWFs and haven't had a problem. Am I doing something wrong or is it because the loader is loading a bitmap? Notice in the code that after you assign the image as a Sprite, the sprite traces null.

How do you load an image and be able to manipulate it as a Sprite (modify it's x & y properties, get it's width, etc.) once it is loaded?[code]...

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ActionScript 3.0 :: Swapping Embedded Bitmaps?

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For starters, I may be going about this all wrong, but I have two PNG bitmaps that I have embedded into my script:

[Embed(source="pic1.png")]
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[Embed(source="pic2.png")]

private var Image2:Class;Now I can addChild and removeChild to get them on and off the screen, but this seems cumbersome.

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ActionScript 3.0 :: Working With Multiple Bitmaps?

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The next bitmap I have is the problem. I started with working on creating the playable avatar. He is on the same layer, but he only works if I add him AFTER the tile bitmap has been completed, AND if I call him with a listener.Call me crazy, but this seems to be when it works. The main class builds the tiles into the bitmap data, and while this is running, if the certain tile is where the main character starts, it calls the Hero class, and that class creates the new bitmap data. Doesn't work before running the loop that adds the tiles, nor after. weird right?

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ActionScript 3.0 :: When Do Bitmaps Occupy Memory?

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Let's say I load 20 "big" (1600 x 1200 px) images using Loader class but I never add these images to display list. So basically I just use 20 times this code (but of course I don't rewrite the value of the _bmp variable, so I have 20 _bmp's):[code]How is it with memory? Will all these 20 undisplayed images occupy it? Or does the image have to be on the display list to do so?

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ActionScript 3.0 :: Gif Animation To Multiple Bitmaps?

Nov 13, 2010

Is it possible to load a gif image and create a bitmap for each frame in the animatoin?

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