I'm looking for a good way to antialias a bitmap i'm generating with actionscript3. My goal would be to achieve this processing from scratch.I read a lot on the subject but the most common algorithm are looking too loud (means it's freaky cpu-intensive) to work properly within my swf, because i'm using a scale2x algorithm to smooth the edges of my shape. It doesn't have to be colorfull, since my shape is black and white !
it is more or less like this: i have some things drawn into a container sprite; those things may include text and other stuff. then i create a bitmapdata and i render all that stuff into the bitmapdata, so when rendering it does not slow down too much, and i put that bitmapdata into a bitmap, and that bitmap into another sprite (this is because i pass it as parameter to a function set to receive a sprite, not a visual object). when i rotate the sprite that contains the bitmap, the picture looks kinda blocky, and the text appears very ugly, specially when there is rotation, even if there is no angle yet (probably due to rounding it may take as different than zero), the text appears with some lines that crosses it,probably due to rounding problems. i saw there was an option to smooth the bitmap when scaling though i have not read too much into it yet, i have also thought about adding a blur filter if rotation != 0, but i believe it would be making a mess out of it. It is working fine now, but it looks ugly when rotating, how do i set up a sprite so it antialiases when rotating?
I'm trying to use a bitmap fill, but I can't seem to get it to work.I'm using FlashDevelop with assets imported from CS4 - this isn't the problem, I can instantiate the asset I'm targeting perfectly fine, so I suspect that it's a problem with what I'm trying to do. Here's my code:
Code: //get the bitmap data from a grass symbol //grass symbol IS present - can be added to stage fine var grassBMD:BitmapData = new BitmapData(155, 80);[code]....
Nothing gets displayed in the box, so I'm suspicious that I'm not allowed to use bitmap fill in non-primitive shapes.
Looking for a programming book that is in tutorial approach. Example this chapter teaches you how to do a login form. In the second chapter it teaches you how to integrate the login for to another app.Basically I'm looking for a book that teaches you real working application rather than abstract ideas. Programming language I have in mind is Adobe Air/Flex, Visual Basic. Functions I have in mind should at least cover Drag and Drops, Integration to a web form (form entry) and customizable interfaces.The languages i had in mind isn't fix. If you know a programming platform that has little code or easy to learn but still be able to develop a cool application.
I have one row of text in a textField with specified height and width.When I set antiAliasType = "advanced"; the top of the text line is cut off. It doesn't matter what I set the height and width of the text field to. How can I solve this problem?
i'm trying to make a photo gallery but when i try to scale them, i get this distortions in the thumbs. i try to find how to fix this problem, searching in google, i found that i have to convert them to bitmap, but i can't make it work.
I'd like to display antialiased text on a component (in this case, a FB4 Spark Label, but that's irrelevant).
Am I reading the docs correctly, and the only way to antialias the text in Flash Builder 4 is to actually embed the whole damn font, even though it's vanilla Arial which 99.9% of all users have???
I am using embedded fonts in combination with antiAliasType ADVANCED which gives good results for smaller fontsizes.But if the textField contains a lot of text (> 20000 characters) then parts of the text is simply NOT shown. I have experimented with different values of the sharpness, but without results.
I'm cutting my teeth in actionscript 3 on a game that has a character running through a world. So, I have set up my Hit Testing by using the bitmap data hit test method, since I figured my world is going to be destructible - it'd be nice to update the level and then redraw it and have the character interact with the new change. (That works beautifully) I am however; a bit confused as to how I have my hit Testing set up. I've been messing around with it, and it works for now - but I'm not sure why.. currently, I have a character set up by using a class I built and using a series of animations I created. So, this character has a walking and falling animation, etc. This is a movie clip.
Then there's a bitmap 'emptyBitmap' with bitmap data created - however; I never really added this as a child to the character. This is sized to the dimensions of my character. My level is created as a movielip, then it's drawn to a bitmap - when the level movieclip is changed, the bitmap redraws, and that's how this updates.
I know the topic of "duplicating" movieclips is a hot issue with the new virtual machine. Luckily, I understand the implications. I only am [currently] interested in duplicating a Bitmap. See, I load an image from an URL using 'flash.display.Loader.load', which is a non-blocking operation in Flash Player.However,I may use multiple copies of the loaded image (which is reported to be a Bitmap, naturally) in the display list at the same time.Hence, I naturally do not want to load the image from an URL every time, because I don't want to wait for a non-blocking call to complete. Nor do I need to - I mean one copy is already loaded, so it should be possible to just "duplicate" it, right?
My idea is to do use the bitmapData property of a Bitmap and pass it to the constructor of a new Bitmap object. I have not tried the following in action, but I want to hear whether any of you did and if the following would not work, what would:
Code:
var original_bitmap: Bitmap; var copy_of_original_bitmap: Bitmap = new Bitmap(original_bitmap.bitmapData);
LiveDocs mention that the BitmapData being passed to a Bitmap constructor is "being referenced", which to me might suggest it cannot be used twice? There is also the BitmapData::clone() method, which I am not sure is applicable here or not.I know this is a lot of talk instead of just trying this out, but I test so much Flash Player code daily just to see "what works" (which should be documented instead by Adobe),
If I have a BitmapData that's already been drawn onto a Sprite. Is there a way to redraw the BitmapData onto a Sprites Graphics object without having to invoke beginBitmapFill and passing in the same BitmapData?
I'm working on a game, and to keep performance good, instead of addChild'ing 50 new sprites to the stage every second, I decided to have each player draw to their own bitmap, and then to the 'master' bitmap. This introduces an issue though: the second player would override all data the first player has put into to bitmap...My basic debugging proof of concept:
I have a bitmap which has several frames (packed along the horizontal axis). In order to render them I copy it to the backbuffer (larger bitmap) as follows:
Actionscript Code: public override function copyToBackBuffer(db:BitmapData):void{ if (active) var drawRect:Rectangle = new Rectangle((currentFrame-1) * frameWidth, 0, frameWidth,
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:
Is there a way to write a bitmap font right into the bitmap being desplayed? Mabey better worded: myBitmap.draw(image, t) draws a picture is there a way to draw text? I'm stuck even if its just a work around in some way I would like to know... (the current work around i have in my head is writing it in a movieclip turning that into bitmap data and drawing it... esentially creating a prototype answering my question... but a built in way would be easier probably).
In AS3, I am loading a png from a zip file (nochump's zip library through ByteArray to Loader). The png can be up to 45k pixels wide but only 120 tall. This creates a problem in flash, as images can only be ~8000 pixels wide. A possible solution would be to split the images into 6 columns somehow. This would probably need to be done in the ByteArray state, because the limitation is in Bitmap and Loader.
I'm using Sandy to animate some objects in 3D. What I currently do to images which are EXPORTED in the library, I want to do to some bitmaps that I create using the DRAW technique. But it wont work :-(
CODE FOR 'CREATED BITMAP' : ActionScript Code: var bData:BitmapData = new BitmapData(myObject.width,myObject.height); bData.draw(mask5);
[Code]....
Sandy doesn't seem to treat the 'created' bitmap the same as those that are exported from the library.
I haven't worked very much with bitmap manipulation and I need to create an app that can find a bitmap (or a pattern of pixels really) in another bitmap.Are there other methods of doing it besides iterating through the pixels and using getPixel()?I'm of course looking for the most effective solution.
Can anyone recommend a good book to help me with XML integration in Flash. I need a book that will teach me step by step with very specific instructions how to get information from a user, update the XML file and display the information in a another swf.