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Intermediate Game Dev
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Pumpkin Carving 2008
Blurfilter + BitmapData + alpha ColorTransform.
The 'Boose':
ASUS Sabertooth P67 TUF
Intel Core i7-2600K Quad-Core Sandy Bridge 3.4GHz Overclocked to 4.2GHz
8GB G.Skill Ripjaws 1600 DDR3
ASUS ENGTX550 TI DC/DI/1GD5 GeForce GTX 550 Ti (Fermi) 1GB 1GDDR5 (Overclocked to 1.1GHz)
New addition: OCZ Vertex 240GB SATA III SSD
WEI Score: 7.6
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Intermediate Game Dev
Hey ImprisonedPride,
could you please elaborate a bit? The colorTransform confuses me a bit, since I have never used it before. And isn't the Flash blur filter too slow to use in realtime?
Sorry, I am not up to standards in Flash at the moment.
Needs an update...
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Pumpkin Carving 2008
ColorTransform is quite simple. Check this out: http://flash-reference.icod.de/flash...Transform.html
For what you want to do, just do something like var c:ColorTransform = new ColorTransform(1,1,1,.75);
What this will do is change the alpha value to 75% of what it was the previous frame which after a few cycles will look pretty close to that effect.
Blur would be too slow if you were blurring every object, so don't do that. Just use a single blur on the parent clip.
Also, I assumed you were using AS2 since you didn't specify but the code/theory is the same for AS3.
The 'Boose':
ASUS Sabertooth P67 TUF
Intel Core i7-2600K Quad-Core Sandy Bridge 3.4GHz Overclocked to 4.2GHz
8GB G.Skill Ripjaws 1600 DDR3
ASUS ENGTX550 TI DC/DI/1GD5 GeForce GTX 550 Ti (Fermi) 1GB 1GDDR5 (Overclocked to 1.1GHz)
New addition: OCZ Vertex 240GB SATA III SSD
WEI Score: 7.6
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Intermediate Game Dev
^Thanks so much IP!
I'll be reading up on the ColorTransforms right now.
Needs an update...
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