Maximum Dimensions Of Bitmap Allowed To Load / Display In Flash?
Nov 18, 2010What are the maximum dimensions of a bitmap allowed to be loaded and displayed in Flash?
View 1 RepliesWhat are the maximum dimensions of a bitmap allowed to be loaded and displayed in Flash?
View 1 RepliesI have my flash site set to scale in a browser but I would like the movie to stop scaling when the browser is larger than a specific size and smaller than a specific size.
View 1 RepliesAnyone know what is the maximum movie stage dimensions in Flash CS4?
View 8 RepliesI'm trying to import a huge game race track 8000 x 7000, and I'm having problems.
View 7 RepliesIn Photoshop there is a tool that lets you adjust the levels of an image. I'd like to be able to do the same thing. I've seen examples online that show the levels but they are for each individual color channel (red, green, blue or alpha or CMYK) but not a combined view like in Photoshop Input Levels (see below).Also, as a bonus is there a way to find the best shadow and highlight input level settings, basically the settings the Auto level button determines?Update:I think I'm closer but I'm not sure. Here is the method I pieced together. The first image is my results and the second is Photoshop results both analyzing the Google logo:Update 2:Ok I think I got it. The code is below. It's mostly working all the time, mostly. Additional credits:Photoshops results:
Levels method:
/**
* Get a histogram of the grayscale levels
[code].....
Is there any way to get width/height of a loaded movie, excluding any area that is not displayed? My problem is that I am loading swfs to use as icons in a menu and am unable to get the desired width & height in order to calculate dynamic spacing based on how large the icons are. Most of the swfs where published with a document size of say 50 pixels x 50 pixels but some vary in dimensions. When I access the width or height property of the swf, I get a value that includes objects in the swf that fall out of bounds of the size set in the fla. Basically I get values that include areas that are effectively masked. So my 50x50 icon (that displays just fine), gets me a width of 63x86 or something like that. My sloppy workaround that I would like to replace was that I republished all of them with a extra property that I can read when I load them instead of using the width and height.
View 1 RepliesIs it possible to add my own custom property to the flash.display.Bitmap using a public static method? I'm trying to write a bitmap utility that does something to a bitmap, and stores a Number property onto it afterwards.
[Code]....
I'm still learning AS3.0 OOP, I think that this can't be done with this method. I think I have to make a new Class that extends 'Bitmap', add the prop there, and then in the Main.as make a new instance of that class, point to the target Bitmap, and run the method in the extended 'Bitmap' class (?).
I'm having troubles getting the dimensions I'm looking for for a given display object. This display object has some transparent area to the top-left of the opaque content but to the bottom-right of 0,0. As such, the display object's reported width ONLY includes the opaque area, not the transparent area. For example:
Code:
var myChild:Sprite = new Sprite();
myChild.graphics.beginFill(0xff0000);
myChild.graphics.drawRect(100, 100, 100, 100);
myChild.graphics.endFill();
trace(myChild.width);
This reports 100 as the width and height. I need to somehow retrieve 200 as the width and height.
I'm trying to take a bitmapdata snapshot of the display object, but when I do new BitmapData(myChild.width, myChild.height) and then draw into it I don't get the full opaque content of myChild drawn because the dimensions are too small.
I recently wrote a small script to display an endless scroll for 360 degree images. The image is loaded dinamically so I can use it as a viewer for all the 360 degree images in the site's gallery. It works fine, but I found one image that appears truncated even though everything else works as expected. I found this [URL] that says: The maximum image size of a Flash 2 movie is 2880 x 2880 pixels The image that is giving me this problem is larger than that and it seems to be cut at 2880px widht. Can anyone confirm this? And if so, is there any way to override it since I'm using pure as? Despite the years working with flash, I keep finding these nasty surprises. Last time I learned about the 16,000 frame limit when working on a cd presentation... I wonder what's next.
View 2 RepliesI have a class that loads a list of images in an XML file. The XML file can potentially contain any number of image URLs.Would it be advised to call Loader.load() in a for each loop, causing every image to be loaded concurrently? Will there be a point at which the number of concurrent loads is too much for the system or the bandwidth, or does flash have some sort of intrinsic load management?
View 6 RepliesIn AS3, I have a Sprite that has a Z axis rotation applied.How do I calculate that Sprite's dimensions (it's original size) from Sprite.rotationZ and Sprite.getRect(...)?
View 2 RepliesWhat I want to do is to get the movie to display random images (from a selection) for random amounts of time (subject to minimum and maximum times).
View 3 RepliesWhat do I have to write to keep the movieclip not to change dimensions if the user starts playing with the dimensions of his screen ? I remember it was a line of as3 written at the beginning.
View 3 RepliesI'm using a square shaped container (content_holder) to load movie clips which have a lot of animations spilling off the stage.In my container I have a mask which fixes this so all you see is the content within the square.PROBLEM: The width and height of content_holder is not accurate, as it also counts the overflowing animation which is MASKED. As a result this messes with my ability to center and manipulate the clip because its width/height is constantly changing.
QUESTION: Is there a simple way to load a movieclip into a container and LOCK its dimensions to a specific size? So the width is always fixed to the container's OR prevent the masked content from adding to the clip's width & height values?
I'm using a square shaped container (content_holder) to load movie clips which have a lot of animations spilling off the stage.
In my container I have a mask which fixes this so all you see is the content within the square.
PROBLEM: The width and height of content_holder is not accurate, as it also counts the overflowing animation which is MASKED. As a result this messes with my ability to center and manipulate the clip because its width/height is constantly changing.
QUESTION: Is there a simple way to load a movieclip into a container and LOCK its dimensions to a specific size? So the width is always fixed to the container's OR prevent the masked content from adding to the clip's width & height values?
I am trying to load an image from an external source and then get the _x _y _height and _width of the movieclip that I have loaded the image into.
I have successfully loaded the image into a movie clip but because of the way Flash works I can not pull up the attributes of the movieclip.
I know you can find the entire width and height of the SWF itself, but I want to find the document dimensions that were set (in the Document Properties) by the author of that SWF
View 2 RepliesIn Flash, the BitmapData object can be used to store bitmaps in RAM, you can later draw them to a MovieClip using the beginBitmapFill() method.
How do you load an external bitmap file (.jpg) into a BitmapData object?
I have a movie clip that holds one bitmap image, some simple AS3 to change the image displayed, and a ton of bitmaps I've imported into my library.Currently, I swap the images by changing the bitmapData
holder.bitmapData = new test2(1,1);
but this requires me to check off 'Export for ActionScript' in every symbol. I'd rather not go through every bitmap in the library and do this, is there some way to reference them by their library name?
I'm making a flash movie and I'd like to load a background image into my SWF and paint it to the stage using the Bitmap and BitmapData classes. Am I approaching this properly? What code gets the image from the Loader to the BitmapData? Also, how do I get the image to show in the background? I've never understood the BitmapData/Bitmap metaphor, explanations, code samples and tutorial links.
View 1 RepliesCode:
var imgLoader:Loader = new Loader();
imgLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);
[code].....
I have the student edition of adobe flash cs3 and I currently have it installed on my desktop. I was wondering if it is legal to also install it on my labtop. It is for personal use, I don't know if that changes anything. I'm sure this is somewhere on the adobe site, but I can't seem to find it.
View 1 RepliesI am trying to load an sprite into a bitmap, but cannot get the sprite to fill the bitmap. Here is the results I am getting: [URL]
here is the applicable part of the code I am using that gets these results:
function(){return A.apply(null,[this].concat($A(arguments)))}addChild(container); //add sprite to see true sizebd = new BitmapData(container.width,container.height,false,0xff0000); //colored for effectb = new Bitmap(bd);bd.draw(container);addChild(b); // add bitmap to compare to sprite
I am trying to paste a bitmap (any bitmap) onto the stage. I just get the box outline on the stage. I have imported several basic bitmaps into the library. I tried dragging and copying and pasting but I always just get the outline. I don't know if it means it can't be pasted or there is a setting to display it. If I copy the same bitmap and paste into word for instance I do see the image.
View 3 RepliesI would like to display an Image using a Bitmap as source. I've looked at many websites and most suggest something akin to this but somehow it still doesn't work....img1 works fine... But img2 doesn't load for some reason.
private function onComplete(event:Event):void{
bytes = event.target.data;
img1.source = _bytes; /*this last bit works*/[code]....
i just wanna know how I display a bitmap that I exported for action scriptinially i tried this
var myBitmap:NameOfTheClass = new NameOfTheClass(40, 40);
addChild(myBitmap);
i got a error saying that is not possible to implicitly convert a BitmapData to a displayObject (or samething like that) so a changed the base class of the exported bitmap to flash.display.Sprite, but didn't work, the same error was generated.
i want to use bitmap copy on a image that i loaded
[Code]...
Error : flash.display:BitmapData to an unrelated type flash.displayisplayObject. is there a work around that will remedy this?
I'm using CSS in an AS2 Flash file to format my text. I'm having problems using classes in conjunction with tag selectors in order to obtain two levels of specificity - does this NOT work in flash? Are you only allowed one level of specificity?For example, there are instances where I want my links to be one color, and other instances where I want them to be another color. There also are instances where I want them underlined by default, and with no decoration on hover. Then there are other instances where I want it exactly the opposite, where they would have no decoration by default, and underlined on hover. So far, I can't get this to work.[code]
View 3 Repliesi have a webcam script , how do i auto allow the webcam xcess?
View 1 RepliesI have an MC being duplicated to 2 bitmaps but they are created before the MC performs its internal script. How to change that order? See sample .fla.
View 2 Replies