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Qwaizang:syntax_entity_
[F8] scrollRect viewport, desaturation filter ??
Hello again,
I am once again submitting my ideas before I get heavily trenched in dead-end development.
Is it more efficient to offset a scrollRect on a container clip than it is to move the entire container beneath a mask, or are they synonymous?
My levels will be layed out verbatum in a container, then the scrollRect will be translated according to player position. I hope to cut render time to a minimum by updating the viewport rectangle's location rather than updating the position of everything in the terrain.
As a side topic, is there a way to retain a more or less constant refresh rate despite changes in memory allocation?
I hope to set _visible to false for all clips that rest beyond a certain perimeter outside the boundary of the viewport's rectangle, such that the memory can be freed up temporarily until those elements are needed again. I don't want alot of speed-up and slow-down based on allocation changes.
How would I go about caching the viewport itself, or do I even need to?
I want to cache the viewport rectangle's visible contents during pause so nothing is being redrawn. If the engine is paused, redrawing should be forced to quit.
I'm curious if cached bitmaps can be rotated while preserving proper pixel orthography? In other words, will each "square" of a pixel be rotated per Flash's usual rotation technique or will it use a more "nearest neighbor" approach?
Last but not least, is there a way to parametrically desaturate a cached bitmap?
I want to make the frame of action in my viewport fade to grayscale during pause while the menus remain in color.
Thanks for your patience.
Qwai•zang \kwî-'zan\ n [origin unknown] 1 : abstract designer, esp. of complex real-time experiments, c. 21st century
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