Flash :: Get And Display The Levels On Color Or Bw Bitmap Image?
Apr 26, 2011
In 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
I 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 imported a image file to my library and exported it for Actionscript. Which it created a new class that extends the bitmapdata class. Do I create an instance of that data and pass it to a sprite and add the sprite to the stage so I can display the image when I compile the file into a swf? Ive tried that and get an error saying that I need two arguments. I guess im just not sure what to do with the bitmapdata class.
Is 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 (?).
After browsing for the images, and selecting them. How can I display a preview of the image in the datagrid? I am able to display the file name, file size, but was unable to display the image. Below are the codes I have written, it is not a complete code but just enough to make it understandable.
// variables used var list:Array = new Array(); var listDP:Array = new Array();
What I would like to do is to take a loaded GIF file as a Bitmap and then distort it by stretching and shrinking parts of it, so it would look like it got squished up against the screen. I'm pretty sure that there's no easy way in Flash to go beyond scaling and shearing, but I wonder if there might be some simple techniques to accomplish this kind of effect. By the way, I've also thought of pre-deforming the images in GIMP and saving them there, but I can't find a simple way to do it without learning their scripting language.
I've been tasked to write a chat engine in actionscript3 (AIR) and every chat message has an image of the poster associated with it. So I have 5 chat messages on the screen at any one time but it will be obvious that the images associated with message e.g. #1 changes all the time because the last person posting is different.
What I believe is wrong is to use the .addChild method every time I need to replace the image because it will just keep creating more stuff on the stage. What I tried to do is the code below but it refuses to update the image. The way I thought it should work[code]...
I am making a snow boarding game in AS3. The problem I am having is that I want to leave a trail in the snow behind the board.
I have had a think and feel that the best way of achieving this would be to use the lineTo() method to draw a line form the snowboards previous position to its current position. If I do this all of the way down the slope I would end up with a line almost 23000 pixels long which seems extremely large and will have a major impact on performance.
If I were to convert the trail movieclip to a bitmap would it improve performance? I am targeting a minimum of flash player 9 which I have found to have issues when handling bmp's over 2880 pixels so I think this method might not work.
I am working on a project that involves custom vinyl lettering. I have the a swf that loads images to an image scroller which can then be drug onto a stage and scaled or rotated. What I need to know is if and how I can change their color using the color picker component.
Apparently, in order to make a bitmap transparent, one has to convert it to 256 colors from 24. I'm not sure if Flash puts it in 24 or 256, but because I can't create a transparency when using Bitmap() in my code, and from what I see displayed on the screen, it would appear that it uses 24 colors. Perhaps this is to keep things light. Nonetheless, is it possible to convert it to 256 colors?
I have a collection of patterns which are in JPG format. I'm building a tool where I'd like to be able to "colorize" per say the patterns when a certain event occurs.
I have an image and i want to remove white color from image.That removing color is same like its background color. If anybody have any idea of this problem please answer?And my application in Flex 3 so please send me action script code of this problem.
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.
i've created a full spectrum color wheel Sprite object that is composed of 1440 vector triangles, or slices if you will. since i want to animate the color wheel, i've activated the display object's cacheAsBitmap property. however, caching the vector as a bitmap does not increase performance during animation it remains slow, jumpy. importing a PNG screenshot of the color wheel into the library with lossless compression, converting it to a Sprite, and rotating this new image asset performs great during animation. why does an uncompressed PNG image asset import out perform the same vector image with cacheAsBitmap property set to true?
I am having a bit of a problem where I have a function that takes a ColorPickerEvent. I am trying to colorTransform a "loaded bitmap" of a movieclip to the selected color but For some reason it is not setting[code]...
I've been messing around a bit with some low-level bitmap manipulation and having been creating some various color matrices to apply to bitmap data to add "filters" (for lack of a better term).I have seen a number of tutorials online in C# and AS3 about applying various color matrices to bitmaps, but was curious if anyone simply had a collection of these color matrices that map to specific filter styles (black and white, sepia, etc.).
I would like to extract the most common color of a bitmap. My first idea was to do this by looping through the bitmapData and extracting every pixel color and storing it in an array. But the function has to be as light as possible so my question is; Is there a more lightweight approach to achieve this? The function is used to extract background color of a Bitmap.
I have a PNG that is a child of sprite object. The PNG consists of a shape in the middle of a transparent background (the alpha value is zero). I want to change the color of the sprite, but I do not want to change the transparent background.