Actionscript 3 :: Pixel Limits On Bitmaps In Flash?
Nov 18, 2010What are current pixel limits on bitmaps in Flash?
View 2 RepliesWhat are current pixel limits on bitmaps in Flash?
View 2 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 Replieswas trying to add <div> tag to flash TB. but it doesnt render it,i use htmlText ...
View 8 RepliesI am looking for a fairly simple image comparison method in AS3. I have taken an image from a web cam (with no subject) passed it in to bitmap data, then a second image is taken (this time with a subject) to compare this data, from these two images I would like to create a mask from the pixels that match on both bitmaps. I have been scratching my head for a while, and I am not really making any progress. Could any one point me in the right direction for pixel comparison method, something like getPixel32()
View 2 RepliesI'm been working on a large-scale Flash game for the past 13 months, and a few months ago I was encountering an error message when trying to export saying, "Error creating Flash movie. There was not enough memory available." Here is a screenshot <url...> This isn't due to large videos or photos in the file, it's because theres a huge amount of frame by frame animation, so I can't just reduce quality.
I was off of a crappy laptop so at first I just bought a new computer with tons of ram because I didn't realize the software was an issue. This did not change anything (though I can run flash with less lag).
Then, I decided to do as much optimizing as I could. After a few months, all opimization possible as been done, and I have reached the point where I get the error again.
Then, I decided to cut the main file up into smaller pieces and link them together. This worked, but now some individual pieces require too much memory and get the error.
As I can read it from this article the maximum square bitmap Flash can handle is 4,095 x 4,095 (which results in 16,769,025 pixels and bla-bla-bla). So, they say if I try to go to 4,096 x 4,096, I'll fail. But I have tried to load and display a bitmap image sized 4,096 x 4,096, and it worked well. Then, I even tried an image sized 5000 x 5000, and that was alright too. What do I not understand? What are the actual limits and how to calculate them?
View 2 RepliesI have always seen something in internet that I would love to do but this is impossible for me to find anycode for it.There are swf that can get out of the limit in an html page. It has been used a lot for advertising of stuff like that.
View 2 RepliesI have a 100x100px image. I want to get 1 pixel vertical line from x- 1 to 100. How can I do that?
View 7 Repliestell me the limits of Flash CS5. For example, the largest square bitmap allowed is 4,095 x 4,095 pixels. MovieClip's Height? Width?
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 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]....
i have a AS3/FL10 based application that renders/animates/filters (blur) large PNGs (1 per view) (about 1100x900 px, roughly 2mb). Due to the fact that the fans start spinning like crazy on my notebook, i wonder if this is considered "bad practise". Unfortunately i need transparent images, so JPG is not a choice. Additionally, the PNGs are loaded dynamically, so embedding the files to the flash file (for utilizing flash jpg compression) is not a choice either.
How do you guys deal with large bitmaps in flash
I have some FLA/SWF assets which are hierarchies of bitmaps.They have timelines which page-flip through different bitmaps.I'd like to scale these assets down in pixel-size, including the bitmaps they're composed of.I'm not a Flash Animator, but the artist i'm working with doesn't know of an automated way to achieve this. ie, that it's a long a laborious manual process.Does anyone know of a tool which can simplify the re-scaling of bitmap-based FLAs ?
View 1 RepliesI've come to notice recently while using bitmap objects in the Flash CS5 (maybe before as well) authoring environment that are less than 4 pixels in width and/or height that they are treated as though they are 4 pixels wide/tall. Many of the bitmaps I use are 1 px wide in one direction or the other, and they are stretched to fill an area. Lets say I have a bitmap that is 20px tall and 1 px wide, and I stretch it to be 100px wide. The "hit area" of the object, or parent objects that contain it, is 400 px wide. So even if you click a significant distance away from the object, it is still selected, and anything underneath that invisible area can't be selected.
I've also noticed that when exporting a frame as an image, the smallest the width/height may be is 4px, and when I click the Edit button in the Properties panel with a Bitmap instance selected, it opens up in Photoshop CS5 and is 4 pixels wide! I'm wondering if for some reason Flash can't handle bitmaps less than 4 pixels in width/height and is treating it as if it IS 4 pixels wide, possibly even adding 3 extra columns of transparent pixels, because if I do the same thing manually, naturally it acts identical to the way Flash treats the 1px wide version. But why? Why can't Flash handle small bitmaps? Seems to me that's more efficient than quadrupling the amount of memory required.
I'm currently integrating one of my games with the SDK of a certain publisher (who shall remain nameless), but I'm having real problems. They require all games to load their content (ie. images, sounds etc) from an external SWF, like so:
Code:
private var __gameScreen:MovieClip;
private function onContentSwfLoaded(result:MediaLoaderResult):void
{
[code]....
The problem here is that I really don't want to have to use MovieClips as all of my games use nothing but BitmapData, so I'm wondering if there's a way of extracting a Bitmap or BitmapData from an SWF? It doesn't appear that Flash CS3 caters for this though - you can assign an "instance name" to a MovieClip, but not a Bitmap as far as I can tell. I usually develop in Flex Builder 3 but I've not managed to extract anything from an SWF exported from it, probably because you can't assign instance names to objects, I'm guessing. My current work-around for this problem is to draw each MovieClip to a BitmapData object, but this is very long-winded and probably not too efficient either.
I'm using a very wide object in Flash CS3, and I didn't have a problem with the pasteboard automatically expanding to contain it in Flash 8 Pro, but apparently CS3 has limits as to how far it'll let the pasteboard expand, -2880 px to 3620 px or thereabouts. This means I have to move my object off of x:0 y:0 to work with it. This won't kill me, but it does seem to be a step down from Flash 8. Anyone have any news on why this change was made, and if there's any way to correct it?
View 4 RepliesI am doing an animation with a movie clip that needs to follow the mouse on the Y axis only smoothly and needs to stay inside a fixed dimension. (e.g. the mc could moves 200px left or 200px right maximum) And I want it to stop smoothly too when it reach the limits.
View 1 Replies1)i dont know how to make limits! ... and what i mean by that ... for example ... how to make a car unable to move on the buildings ?or how to make the a car dont fall out of the screen ?
2) i also need something ? .. what is the function that could make the screen Zoom In , or Zoom out ??
3) also i wants to know ... how to make the screen Move like to make a car in the middle of the screen and moves as it moves ?
ive seen in a few places were pressing a button drops down a menu, which extends outside the size of the flash movie. So that it goes over whatever text is actually underneath the movie. Ive tried to do the same by just making the menu go below the movie, but that just gets cut off
View 8 RepliesI created a hit test for stop a mc on the top of the stage.
It 's blocking all right, but i need that when is blocked then align on the center again.[code]...
ive seen in a few places were pressing a button drops down a menu, which extends outside the size of the flash movie. So that it goes over whatever text is actually underneath the movie. Ive tried to do the same by just making the menu go below the movie, but that just gets cut off
View 7 RepliesI have a custom Image class that I am using to store individual image information for a gallery application:
package mtm.test
{
public class Image extends Object
{
[Code]....
This is how I would implement the above:
var image:Image = new Image();
//I would be loading external bitmaps but for the example I'll just create new ones:
image[BitmapThumbnail] = new BitmapThumbnail(new BitmapData(65,65,false,0x000000));
[Code]....
Is there a simpler way to do this? I feel that there is a lot of repeated code within the BitmapType sub-classes.
At the least, this helps to avoid a bunch of for loops trying to find the requested size, and it seems portable to situations where more or less sizes of Bitmaps are required.
how to convert array bitmaps or bitmapdata to flv video?
View 7 RepliesI am doing an animation with a movie clip that needs to follow the mouse on the Y axis only smoothly and needs to stay inside a fixed dimension. (e.g. the mc could moves 200px left or 200px right maximum) And I want it to stop smoothly too when it reach the limits.
View 2 RepliesIf we have a Bitamp with more than 16777216 pixels (or one side larger than 8191 px) Flash 10 doesn't show it (Flash 9 and earlier has smaller limits even).One solution to this is to use scrollRect to limit the size displayed.OK, that works.
But Flash 10 has another problem, if we use any 3D property (rotationX, z, etc), flash transforms your MC in bitmap, so we can reach the above limit even when we are not working with bitmaps...A bigger problem is that although our MC could be really small (at least less than 16777216 pixels), when we apply a 3D transform like rotationX, the displayed MC can grows enough to reach the limit. And... we can't use scrollRect with 3D MC. But we have a trick here too, there are two ways to use scrollRect with 3D:
1. Create a 2D parent, then create the 3D displayObject inside of that parent.
2. Set cacheAsBitmap to true for the 2D parent.
3. Create a grandparent container to hold the first two items.
4. Set cacheAsBitmap to true for the grandparent container.
5. Apply scrollRect to the grandparent container.
These methods are really differents, with the second I couldn't use scrollRect to avoid reaching the bitmap limit. I think that's because in the second we apply scrollRect to the parent and 3D to the child, so nothing breakes our child from growing.With the firs method we apply scrollRect to the child, and the 3D property to the parent.
Code:
var p: Sprite = new Sprite();
var c: Sprite = new Sprite();
p.addChild(c);
[code]....
I am doing an animation with a movie clip that needs to follow the mouse on the Y axis only smoothly and needs to stay inside a fixed dimension. (e.g. the mc could moves 200px left or 200px right maximum) And I want it to stop smoothly too when it reach the limits.
View 1 Replieshey I have a large map in an mc and navigation buttons to control the map.
2 questions:
1.Does anyone know how to set limits on this? my image is w2200 h2980? stage is 1000w x 740h I am using code like this? Th buttons are either 1 or a 0 so i think the limit function needs to be in this section.
2. does anyone know how to adjust the script for zoom so that the image will zoom in n out without refocusing on a specific point. my large map move to a specific location as it zooms. it would be cooler if the the map zoomed in and out based on current location.
[Code]...
I am making a SUDOKU generator(ActionScript2.0), which would (for now) generate the full and correct sudoku table. To do that I need to use recursive functions for calculating all the possible values. The problem is that when I try to run my program I get this error :
Code:
256 levels of recursion were exceeded in one action list.
This is probably an infinite loop.
Further execution of actions has been disabled in this movie.Is it possible to somehow work around this limitation?
I am trying to make a frame arround an uploaded picture by repeating 1 image over and over again. The user will have to enter the real dimentions of the picture and the image will be scaled acordingly so that the frame will look as big as it should. The problem is that when I get a bigger pickture and I scale the images something goes wrong and there is some smearing in the movie clip. When I move it to X:0 and Y:0 all is well. When I move it to the center of the screen the smearing is there. Here's the code I use:
[Code]...