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Thread: Smoothing bitmap dynamically loaded through xml

  1. #1
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    Smoothing bitmap dynamically loaded through xml

    Hi there,

    Trying to set the smoothing of a dynamically loaded, through XML, JPEG set to true using AS2.

    I've seen an example of that would do this with this code:

    createEmptyMovieClip("myMC",getNextHighestDepth()) ;
    loadBitmapSmoothed("mypic.jpg",myMC);


    in my code I'm loading a series of products from an XML file. Each bit of information for each product gets loaded into a seprate array...

    I have a 'zoomy box' image, which loads an image, but at 200%, which I want to smooth...

    so the code =

    nZoompic1[i] = (childs.childNodes[EEE].childNodes[i].childNodes[18].firstChild.nodeValue);


    Any ideas what the syntax would be for getting it to work?

  2. #2
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    Read this:
    http://help.adobe.com/en_US/AS2LCR/F...=00000786.html

    That's where you use smoothing, setting that param to true:
    public draw(source: Object, [matrix: Matrix], [colorTransform: ColorTransform], [blendMode: Object], [clipRect: Rectangle], [smooth: Boolean]) : Void

    gparis

  3. #3
    Senior Member
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    I think I've phrased my question wrongly... its more like this that I'm after...

    http://board.flashkit.com/board/showthread.php?t=757794

  4. #4
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    I understand what you're after and that is the method you want. I used draw() a couple of years ago on a photographer's website where (loaded) jpgs get resized dramatically. Same issue, they won't look good when not smoothed.

    gparis

  5. #5
    Senior Member
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    Here's how (fully commented):

    PHP Code:
    import flash.display.BitmapData;
    import flash.geom.Matrix;
    function 
    myCopy(pic) {

        
    // create mc to draw to
         
    var mc this.createEmptyMovieClip('mc'this.getNextHighestDepth());
        
    // bitmap info
        
    var bmp = new flash.display.BitmapData(loadListener.myWidthloadListener.myHeighttrue0xFFFFFF);
        
    // draw image to canvas
        
        
    bmp.draw(pic);
        
    this.picparent.container.attachBitmap(bmp,0,null,true);
        
        
    //just to test add a slight rotation - comment out
        
    this.picparent._rotation = -10;
    }

    // create the movieclips
    // first the temporary mc where you load the initial image
    this.createEmptyMovieClip('temploader'this.getNextHighestDepth());
    // then a movieclip where you'll create your canvas
    this.createEmptyMovieClip('picparent'this.getNextHighestDepth());
    // finally the actual movieclip where your image will get drawn
    picparent.createEmptyMovieClip('container'this.getNextHighestDepth());



    var 
    loadListener:Object = new Object();
    var 
    mcLoader:MovieClipLoader = new MovieClipLoader();

    mcLoader.addListener(loadListener);

    loadListener.onLoadStart = function(target_mc:MovieClip):Void {
         
    // make the temporay mc invisible
         
    target_mc._alpha=0;
    }
    loadListener.onLoadInit = function(target_mc:MovieClip):Void  {
        
    // get the image dimensions
        
    this.myWidth target_mc._width;
        
    this.myHeight target_mc._height;
        
        
    // when the image is fully loaded copy it with smoothing to the final container
        
    myCopy(temploader);
        
    };
    function 
    preload(myClip) {
        
    //loding fumction
        
    mcLoader.loadClip(myClip,temploader);
    }

    //Start loading your image
    preload("mj.png"); 
    Paste this into an empty .fla. Just update your picture's name at the end.

    gparis

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