Actionscript 3 :: Limiting Custom BlendMode Made With PixelBender - How To Merge Images
Oct 7, 2010
i need to mix two images one photo and a placeholder. The idea is that we see the placeholder except where the palceholder has a particular color, in that case the user sees the photo. Something like chroma key.For this purpose i wrote a Pixel Bender shader that acts as a BlendMode. If the background is in the right color output the pixel image otherwhise output the pixel from the placeholder.
Everything works fine except for the fact that i had multiple placeholder, one over the other and my shader don't check the color of its own placeholder but the color of everything under the photo.Is there a way to force BlendMode to consider only a layer or a specific background color ?Is there a smarter way to obtain the same result ?
I'm currently implementing an 'interactive map', and I want the mouse cursor to change (from one to, two, to three arrows custom-made arrows), when the user 'mouses over' certain parts of the map. For example, there is currently 4 x3 grid on the map and when the user mouses over to each of the four corners, the cursor will change to three arrows (which have already been designed), and when the cursor mouses over the grid on the 8th grid on the right, the cursor will change to two arrows..... and so on.
I am having an issue getting my custom made classes imported to the flash movie. It seems to ave a problem importing (or using) the class. Here is the as code I am attempting to use to import and call to a function inside of a class:[code]
I want the stage to react every time some changes are made to certain objects. Is there a way to write custom Event? I could of course modify this object, but I would like to know if there is any more OOP way to do it. And events ARE OOP, ain't they?
I have a bit of code that calls a custom class that I made in flash. Basically when you roll over this logo I have a function that makes a new instance of a custom class and calls it to the stage like a little pop-up text when you roll over something. Then when you roll off of it I remove it from the stage. The following code is for the first pop-up text.
I am currently building a sphere of images that I'm trying to load from a remote location using XML. I managed to find the source for the sphere and was able to figure out how load the XML into an array of image details.
My problem is that the sphere is made up of images that were loaded into the library and I'm trying to load them in dynamically, i got all the information from XML but i don't understand how to make these dynamic images the same as the ones in the library so i can instantiate the image object.
Small1 = the name of one of the image in the library that makes up the sphere. if i go to the properties of this Small1 image i noticed that its class is called Small1 too. I don't understand this as iv never seen this in actionscript 2.0.
The code below is my attempt at making a image loader object to a bitmap object, that doesnt seem to work my bitmap object becomes null, and throws an error.
SYNTAX / CODE:
function getLoader(url) { var loader:Loader = new Loader(); loader.contentLoaderInfo.addEventListener(Event.CO MPLETE, completeHandler);
i've made a script for slideshow an array of images, with fading images. I'm trying to figure out what's wrong with my script, why it has small pauses between images.
here is the script, on the first (and only) frame of the movie:
Anyone let me know wether if pixel calculations are made swf files and when they r made to fullscreen wether they will remain the same in any monitor size?
I have a performance question about pixel bender. I want to enlarge many BitmapData (double their size into new BitmapData). I was doing this with as3, but wanted to use pixel bender to get better performance. On my machine, I get better performance out of pixel bender demonstrations then as3.
To my surprise (or bad coding / understanding), I am getting much worse performance out of pixel bender -- 2 seconds vs 1/2 second! I expected to get at least the same performance as as3.
I got the straightforward pixel bender code here (and it is included below for easy reference).
[url]... in first site after loading complete there is a transition that bending all page.i saw this effect before some other sites but i cant find any example.i am sure it is built with pixelbender.
How to apply multiple filters in Adobe Pixelbender in Flash (=limited version)?
For example 3 different kinds of video displacement effects (1 displacement on the left, one on the right and one the top).I know, it possible to just copy paste the code multiple times, but this wouldn't be very elegant.
What is the best way to hide specific (interpolated) color ranges? For example, I have a gradient that goes from blue > cyan > yellow > red. What I need is to hide blue > cyan, yellow > red but leave the cyan > yellow.
var rangeA:Object = {min:0x0000FF, max:0x00FFFF} //hide var rangeB:Object = {min:0x00FFFF, max:0xFFFF00}; //show var rangeC:Object = {min:0xFFFF00, max:0xFF0000}; //hide
It is ok to apply different filter for each range.
So you've got a transparent png. Rather than importing that png with its alpha channel, I've always assumed it's better to import it with a black or white matte, then use Flash's blend modes (lighten, darken, screen, multiply) to show the transparency.Am I right on this, or does it make no difference in terms of cpu usage?I do believe that in terms of filesize, the matte saves quite a bit over the alpha channel.
Does Flash Player 9's BlendMode ability transpose to normal bitmap data (JPG, PNG, etc.) outside or beneath the SWF? I have a movieclip that I'm trying to blend with an HTML background like Photoshop. It currently doesn't react to the options I've tried.
Set 2 MovieClips on the stage each having a rectangle in it which have different colors. Put them one over another and apply to the top one some blend mode that shows some visual difference. Ok so what I need to do now is grab the bitmapData from both and redraw it into a single MovieClip, so what I need is to merge the 2 bitmapData, which worked fine without a blendMode, but I can't get it to work right with blendMode[code]...
I've been searching for the formula used intrinsically in Flash but I couldn't find anything. Does anybody know how the result colors are obtained when the 'layer' blend mode is chosen for the upper object? I thinks it's done separately in each channel using the transparency values.There might be some bitwise operations going on there but I'm not sure.
I am trying to erase one movieclip from another using the blendmode="erase" setting, but can only get it to work on the stage as the parent. This means it erases a hole through everything! The attachmovie also doesn't seem to work as I was expecting and I was hoping that when you drag the movieclip, the attached clip would move with it? If you check out the FLA [URL] you can see whats happening right now and what I want to achieve (diagrams provided in FLA).
Overlay blending mode in flash on trasnaprent, imported images, doesn't work properly! It leaves dimmed black background instead of transparency. Same thing is in CS4 and in CS5. What is even more weird is that in Flash preview stage window everything is fine, and it works, but after publishing the SWF, you can see black background.I looked for workaround that...no success. No one answeres to this question.
-I tried with 24png, 8png, gif with different settings. No success. -Tried also with After Effects, and then export to SWF, it works surprisingly.
Im trying to create a 'neon glow effect thru a combination of both BlendModes and glow filter Problem is, they seem to cancel each other out if applied together...not having any luch doing this dynamically.
I'm loading a batch of 50 jpgs and once loaded, on enter frame, I'd like to change their alpha individually and apply BlendMode.ADD to all of them (also individually).
I can do this easy using normal Sprite objects, but this is not efficient enough (processor wise). I've played a bit with BitmapData.draw(source, null, null, BlendMode.Add) and that's still not efficient enough.
So I was wondering if I could achieve similar effect using copyPixels (which I know should be more efficient). Still, I'm a bit clueless on how could I apply BlendMode and alpha on a bitmapData object (I mean, I know I can't, but I was wondering if I could make this work using Matrix and filter manipulations).
so, a blendMode seems to break on a nested movieclip in FP10 when you change a 3d propery of the parent clip? rotationY, rotationZ, etc...Example here (sorry, not enough posts to actually link):
Creating a radio buttons with external images (fetched from XML/Javascript file) cause, I don't want to use standard looking radio buttons from components. I wish to use different images for each state of the button.how to change look of then radio buttons?
There is powerful HTMLLoader component for AIR wrapped in mx:HTML for Flex.I want to supply images manually (ideally from bytes) for mx:HTML, which will display my generated contentThe point is to pack all resources in the application without external files. I can pack different html pages in the app and switch them when mx:HTML dispatchesEvent.LOCATION_CHANGE. Now I want the same for images
I've been working for a little while now trying to make a portfolio site for myself and I'm almost done but I'm having one little issue with preloaders. (There are more things not finished, but they're just things I haven't gotten around to doing, I think).The thing I'm trying to do is create a custom preloader for an image gallery that loads each image.You can see an example on in the 3D Architecture section on the site here:(Yes, I know the main preloader is working fine, I'm talking about the one in the 3D Architecture section.)Here is the code I'm using for that frame:
Code: //Specific Actions: Frame 5 (3D Architecture) code: //All code is 3D Architecture specfic.
In pure AS3, I have a pixelbender and a large bitmap. The pixelbender is configurable with a distance parameter to affect only a small area of the bitmap. The problem is that the pixelbender is executing over the whole bitmap. What would be the best way to update only the effected region of the bitmap? Given this config:
I'm having a weird problem with my custom radio buttons. Here's what they look like in my fla file: I can't put images, so you will have to copy and paste these links : musique-chroniques.ch/1.jpg When I test them (CTRL + enter) they work fine. Once I put them online, they start acting strange on click: musique-chroniques.ch/2.jpg[/url] I thought maybe some actionscript could have interferred with them. I removed all the code from the animation to test it, but the problem remained.