Flash 9 :: Auto Setting Smoothing To True For Imported Bitmaps?
Sep 29, 2008Is there a way to auto set smoothing for all bitmaps in the library? or at least for imported bitmaps?
View 1 RepliesIs there a way to auto set smoothing for all bitmaps in the library? or at least for imported bitmaps?
View 1 RepliesI want somehow to apply smoothing for all dynamically loaded PNGs in my flash file. I have flash file that loads a lot of different images, and there are a lot of flash files like that, so I don't have an option to set smoothing on every bitmap by hand.
I was wondering, if there's perhaps some way to change smoothing to all instances of Bitmap class.
I've got an animation with an embedded flv video in a graphic on my main timeline. The embedded video has been scaled down as I enlarge to its full original size later on in the animation. I've been racking my brain and looking all over the place for a possible solution but is there a way to switch smoothing to true for an embedded video? I've tried the old smoothing = true for the embedded video instance but it has no effect. Annoyingly the video is smoothed out nicely on the stage but when I create a swf the smoothing switches off.I don't want to separate the flv from the main fla for numerous reasons .
View 1 RepliesWith away3d I import 3d models into flash builder 4.5 as follows:
package{
import models.example;
public class model extends Sprite {
public var model_example:example = new example;
public function model() {
view.scene.addChild(model_example);
}}}
In the file 'models.example.as' a jpg is used as texture for the model:
[Embed(source="picture.jpg")] private var Obj_000001_Bitmap_Bitmap:Class;
Picture.jpg is a picture of some text and it's not displayed very well.
I found something about smoothing on this site: [URL]. The text on my model is just as the text on the right cube in that article. I would like to have it as on the left cube but it seems that it does not work in my case.
Is there a way have smoothing = true on an image on the stage that isn't dynamically added.I know about "allow smoothing" .What I want to do is have the image smoothing = true when mouse is over the image so a tween event can occur. The reason I want to do it like this is because I don't like it when "allow smoothing'is ticked the image is blurred.
View 1 RepliesI am using 3rd party API for reading text from swf file in my application, using that API i can identify htmltext and nonhtml text but the problem is if the text filed is autokern true then its returning as htmltext for nonhtml text.
View 1 RepliesAre you aware how to set a variable to true or false in AS3;
I tried
Code:
var flip:void = true;
But this is not recognized by AS3.
Just new to As3. I can't set visibility of movieclip inside another movieClip
ActionScript Code:
player.vidImage.visible = true;
trace(player.vidImage); // shows - [object SimpleButton]
tracing player.vidImage show [object SimpleButton]. But can't set visibility true.
VidImage is physically placed inside player MovieClip.
I am attaching a swf. to to main document using AS3 to import the .swf and it is coming out a bit distorted. I think the default size is stretching it out and it is a logo, so it looks funny. I was wondering if and how I could set the size of the swf in the code, so that it doesn't appear at the default size.
View 3 Repliesdoes setting the fixed property of a Vector to true before entering a loop is better for performance?
View 6 RepliesSince i upgraded to Flashplayer 9.0.124.0 i've noticed that using textures on 3D Objects via the beginBitmapFill method and setting the smooth attribute to 'true' causes the player to hang a few milliseconds at random. Setting smooth to 'false', the player runs without any hang. I tested this on different machines. An upgrade to player 10 beta didn't cure the symptoms but the hangs appear less in time. Has anyone else such problems or an idea what is going on?
View 1 RepliesI'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.
View 4 Repliesabout.buttonMode = true;
about.useHandCursor = true;
I have this on a MC I use for a button - and it works but only on HALF of the object - how can I make so it works on the whole object itself?
I know how to do this in other codes, but..if (condition1=true) AND (condition2=true) then... How do you do this in AS?
View 5 RepliesI am having problems with the images being smooth.I have edited the code throughout with forceSmoothing = true and _quality = best.It all works and looks smooth if I test the file in the preview window and if I run the HTML file. But as soon as I put the file under IIS the smoothing stops.All my flash players are v10+ . I have turned the IIS compression off but no luck.
View 1 RepliesOnce I've set either the width or percentWidth property on a flex label, is there a way to reset the width to its default (i.e., the width of the text plus padding)? I'm using the label as a renderer. In some cases, I'd like it to automatically size to the text, and in other cases, I'd like it to be a percentage width of its container. Obviously, I could use two separate labels, one for each of the above cases, but I'm curious if it's possible to reset the label to its default behavior.
View 2 RepliesI'm doing a simple bkend admin using php for the client to upload images to be displayed on their flash website. ideally if they upload at the correct size, no problem, but sometimes they don't. So my problem comes in when the uploaded images are very big. When they are scaled down, the smoothing makes no difference at all.
I was wondering if there is a work around?
Code:
import flash.display.*;
loadMcListener.onLoadinit = function(){
var bitmap = new BitmapData(mc._width,mc._height,true,0x000000);
[Code].....
I have a problem with embedded FLVs: if I have a player I can apply the smoothing easily, but if I have a timeline-embedded FLV without a player? How can I smooth it?
View 2 RepliesIn Flash, I can go into the properties of an image in the library and check 'allow smoothing' to enable resampling when the image is scaled or rotated.
How can I achieve the same effect for images loaded dynamically by the SWF from an external URL?
I'm creating an aerial view style game with the flash player 10 built in 3D, but Some of my sprites are very small, like 32x32 pixels, and when they are placed into the 3D world they become very blurry.
Is there a way to prevent flash player from smoothing the objects?
I have a short flv I want to play on my website. I use the below actionscript 2 code to play the video, but the anti-aliasing of text is really poor quality. I added a line to introduce "smoothing" to the video, but it appears to have no visible effect.
var my_video:Video;
var my_nc:NetConnection = new NetConnection();
my_nc.connect(null);
var my_ns:NetStream = new NetStream(my_nc);
my_video.attachVideo(my_ns);
my_ns.setBufferTime(2);
my_ns.play("thevideo.flv");
my_video.smoothing = true; //does nothing
Incidentally, I am exporting the flv video from aftereffects, and when I export the movie as a (larger) "lossless" quicktime movie, the movie looks perfect when played in quicktime, but has the same poor anti-aliasing when viewed in adobe media player, VLC, or mplayer.
I think that Tweener is not using fractions of pixels on x,y movement, but that exactly what I need. I read about rounded parameter (default:false), that would round pixels, to reduce problems with text, but I want to slowly pan an loaded image, so I don't want to use a rounded value. My code:
var bmp = Bitmap(loader.content);
bmp.smoothing = true;
Tweener.addTween(loader, {x: 20.0, time:10, transition:"linear"});
Image smoothing works fine, but it slides choppy. It looks like moving 1 pixel at seldom frames, not some fraction of px per frame. I'm considering that flash image smoothing has to deal with fraction of pixels. I searched over stackoverflow, and all I could find was about image smoothing, and not about x,y movement smoothing.
What I am doing now is loading a .png image with a Loader object. After loading the file I cast the loaderInfo's content to a bitmap and set the smoothing value to true. This works without a problem until I reach a ScaleX and ScaleY value less than 0.5.
For example, if I have a 1000x1000 object, scaling it down to 200x200 causes the bitmap smoothing to no longer work.[code]...
getting a bitmap to apply smoothing properly after being scaled very small.What I am doing now is loading a .png image with a Loader object. After loading the file I cast the loaderInfo's content to a bitmap and set the smoothing value to true. This works without a problem until I reach a ScaleX and ScaleY value less than 0.5.
For example, if I have a 1000x1000 object, scaling it down to 200x200 causes the bitmap smoothing to no longer work.I can reproduce the problem using all of the following Sizing methods:
Change the scaleX and scaleY properties on the bitmap. Directly change the height and width properties of the bitmap. Add the bitmap as a child of another sprite and change the scaleX and scaleY properties of the sprite. Add the bitmap as a child of another sprite and change the height and width properties of the sprite. Creating a new BitmapData object with a matrix scale and then drawing the original BitmapData onto it.I've also tried some other workarounds that I found when searching, such as:setting the scaleX of the image to 1.001 or 0.999 forcing the height and width of the Bitmap object to be even numbers.
Below is some sample code for reproducing the problem. (I am running this locally so I have a copy of testimage.png in my bin-debug folder)
public class MainObj
{
public var comp:UIComponent;
public function MainObj()
[code]....
I've got a MovieClip containing several child clips (images and text). I'm trying to scale this parent clip very slowly - from 102% down to 98% - this works, however the child movie clips are all scaling a bit jerkily - like they're trying to stick to pixels or something. What's the cure for this? The scaling is done by using a motion tween on the timeline by the way. I've tried to tick "Cache Bitmap" but that makes no difference. If I used the 3D motion tween, there is no jerkyness. But I need to publish to flash 9, so can't use that!
View 1 RepliesI 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.
I know how to do this in AS3 however it seems impossible in AS2.
I am pulling the words "true" and "false" from a query, but in flash I need them to be the values of true and false, not strings, is there a way to convert this datatype?
View 3 RepliesI have created an image in photoshop (96dpi, same as my monitor) and imported it as a png into flash where it becomes a bitmap. Once I had imported the image I went to library and allowed smoothing on the image and set it to lossless. It performs a motion tween and simply flys from one side of my movie to the other. However, the whole way it appears pixelated. I had done this on a previous movie with the same image, just with a different animation and I had the same problem. But in this case the 'allow smoothing' worked. Not this time though.
View 1 RepliesI am creating this "drawing application", where the user can click "preview" and it will take what they made, draw a bitmap, and then I want to split that bitmap into left and right images. I create the first bitmap, encode it as a jpeg, and then use that to cut the left and right out using copypixels. I then reform the images together with a space inbetween in one canvas, and draw that canvas. Everything works fine up there.
When I go to encode the new bitmap, and then offer it to save out, the saved image is blank. I have tested everything up to that point and it all works fine. I see the images on screen, I can save out the first bitmap fine.. but the second one is always blank.
[Code]....
What are current pixel limits on bitmaps in Flash?
View 2 Replies