Bitmap Distortion In Flash Player
I am having some problems with bitmap distortion in my flash movies. Surely am I not the only one to experience this since it seems to be a problem with the way flash player renders bitmap? it is usually only one pixel in height, and moves from time to time, which makes everything looks bad.
any help on how to fix this would be greatly appreciated.
Thanks.
FlashKit > Flash Help > Flash MX
Posted on: 08-05-2003, 07:28 PM
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Bitmap Distortion
Hi all...
I'm sure everyone here knows how bad flash (Mx) is at using bitmaps. If x and y aren't pixel exact the bitmap gets distorted, also if the smooth option is activated.
My problem is I have a few bitmaps that are inside some mc (buttoms, backgrounds, etc) and some of them get distorted. All the movieclip containning them are pixel exact (position not 54.3 or 23.1) and the smooth option is not activated.
I going crazy... anyone knows why bitmaps distort in flash mx?? (and all the previous versions)
Any help is apreciatted. Thx.
Pier
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Hi all
Is there a way of distorting an bitmap in flash so that i can animate it to look as if it is on a 3d surface? i've attached the movie clip i'm working on to clarify, i'd like an image to appear on the back.
You seem to be able to distort shapes but not bitmaps or symbols.
if any one can tell me if it's possible or if i'm wasting my time that would be great.
thanks in advance.
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I have created buttons in Photoshop that are rectangle with small (not) anti-aliased text. I export them as PNG files and Import them into Flash. When I convert one of these files to a Button or Movie in Flash, the text becomes distorted and out of proportion. Any idea what I am doing wrong?
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Does anyone have any insight into how bitmaps are distorted when using UVT data and the Graphics.drawTriangles() method in Flash CS4? It is too quick for the bitmaps to be drawn pixel-by-pixel, and standard Matrix transformations won't produce the same effect due to their affine nature. I guess scanlines are a possibility.
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I found a lot of posts on this topic but I haven't found the solution that would generaly remove the problem. So the problem is that graphics imported in flash when exported sometimes get distorted. Some are solving this problem by setting alpha 99%, some by moving bitmap by half pixel or with resizing image. But none of this works for everything and always. Also I noticed that the size of the movie can couse the problem.
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And this only seems to happen with a symbol - the original bitmap when published looks fine.
Can anyone help me out here?
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Hi, I am experiencing a strange problem.
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i try to rotate the MC a tiny bit (few degrees) then what happens is that the Bitmap gets distorted. The straight lines turn kinda edgy...
If only i bring it back to _rotation =0, then everything clears up as it never happened.
I have been rotating it with actionscript, but then i went and tested it manually. Same problem...anyone has experience and solution with this issue?
take a look here:
http://mgpepe.com/stuff/gotoAndLearn/ro ... roblem.swf
HYCH
lol saw the discussion with Hasan on HTH...
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Hey
I was wondering if anyone could shade some light on this topic. When you load a swf into a movieclip, any bitmaps that are in the loading swf get uncompressed so that you can view them. When you unload that swf, do the bitmaps get flushed from memory or do they stay in memory on your computer for a while incase you want to view that file again (save time). I have heard that the only way to flush a uncompressed bitmap from memory is to unload the whole _level that it is on. Keep in mind that I am talking about memory not the cache. Any help would be much appreciated.
Cheers
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Flash Player And Bitmap Caching
Hey
I was wondering if anyone could shade some light on this topic. When you load a swf into a movieclip, any bitmaps that are in the loading swf get uncompressed so that you can view them. When you unload that swf, do the bitmaps get flushed from memory or do they stay in memory on your computer for a while incase you want to view that file again (save time). I have heard that the only way to flush a uncompressed bitmap from memory is to unload the whole _level that it is on. Keep in mind that I am talking about memory not the cache. Any help would be much appreciated.
Cheers
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AS3 - Bitmap Geometry And Faces Data Persisting In The Flash Player
I am using cs4 up-to-date pv3d classes. Flex Gumbo 4.0 sdk. FP10.
..The problem i have is that bitmap, geometry and faces data persist in
the flash player after using unloadAndStop() to unload the pv3d swf
from the main app. I realise this is a poor way to do this but coming
from a basic knowledge of flash and having used earlier versions of
the api, before as3, i did not know any better.
I'm under tremendous time pressure. I need to know how i can
dispose of these elements the proper way. (1)How do i
reference them so i can dispose them, (2) How do i dispose of them correctly.
(3) How would i remove an event listener?
I've seen this (below) but some high level opinion/solution would be greatly appreciated.
Code:
var li:LoaderInfo = loader.contentLoaderInfo;
if(li.childAllowsParent && li.content is Bitmap){
(li.content as Bitmap).bitmapData.dispose(); // remove bitmap from memory
}
Could you pls help me. Christmas is coming soon and i'm feeling generous.
Saul.
Main App (Interface) Code portion:
<mx:State name="Car3DScene"
enterState="initSWF(event);"
exitState="unloadSWFHandler(event);">
<mx:AddChild relativeTo="{panel1}" position="lastChild">
<mx:Canvas width="100%" height="100%"
minHeight="340" minWidth="920"
borderColor="#1d1d1d" borderThickness="1" borderStyle="solid"
backgroundAlpha="1" backgroundColor="#000000">
<mx:Image x="0" y="0" width="295" height="250"
id="myLogo" source="@Embed('assets/images/scene3dMainImage.png')"
autoLoad="true" maintainAspectRatio="false"/>
<mx:Script>
<![CDATA[
import flash.events.*;
import flash.net.URLRequest;
import mx.controls.SWFLoader;
import mx.events.FlexEvent;
import flash.display.Loader;
public var swfContent:MovieClip;
public function initSWF(e:Event):void
{
myLoader.addEventListener(Event.INIT,loadHandler,f alse, 0, true);
myLoader.addEventListener(Event.UNLOAD,unloadSWFHa ndler,false, 0, true);
myLoader.load("assets/swfs/PV3DCanvasSWFFVPortWR.swf");
}
private function loadHandler(e:Event):void
{
swfContent = e.target.content;
}
private function unloadSWFHandler(e:Event):void
{
swfContent.loaderInfo.loader.unloadAndStop(true);
//myLoader.unloadAndStop(true);
}
]]>
</mx:Script>
<mx:SWFLoader x="295" y="0"
width="625" height="250"
minWidth="625" minHeight="250"
maintainAspectRatio="false"
scaleContent="true" blendMode="normal"
id="myLoader" alpha="1"/>
.................................................. .....
.................................................. .....
Here is the code of the incoming SWF:
<?xml version="1.0" encoding="utf-8"?>
<mx:Application xmlns:mx="http://www.adobe.com/2006/mxml"
preloader="com.usppro.BasicCustomPreloader"
layout="absolute"
applicationComplete="init3D();">
<mx:Script>
<![CDATA[
import mx.controls.*;
import flash.display.*;
import objects.*;//The as3 geom (3d model) classes
import org.papervision3d.cameras.*;
import org.papervision3d.materials.*;
import org.papervision3d.materials.special.*;
import org.papervision3d.objects.*;
import org.papervision3d.objects.special.*;
import org.papervision3d.render.*;
import org.papervision3d.scenes.*;
import org.papervision3d.view.*;
import org.papervision3d.objects.primitives.*;
import org.papervision3d.materials.*;
import org.papervision3d.view.*;
import org.papervision3d.core.utils.*;
import org.papervision3d.objects.DisplayObject3D;
import org.papervision3d.core.geom.renderables.*;
private var camera :Camera3D;
private var renderer :BasicRenderEngine;
private var scene :Scene3D;
private var viewport :Viewport3D;
private var universe isplayObject3D;
private var c:CarFinal;//The car 3d model class
[Embed(source="/assets/Car_Black.jpg")]
private var CarTexture:Class;
private function init3D():void
{
Application.application.stage.align = StageAlign.TOP_LEFT;
Application.application.stage.scaleMode = StageScaleMode.NO_SCALE;
Application.application.stage.quality = StageQuality.LOW;
Application.application.stage.frameRate = 30;
viewport = new Viewport3D(625,250,false,false,true,true);
pv3dCanvas.rawChildren.addChild(viewport);
pv3dCanvas.rawChildren.addChild(new Stats());
renderer = new BasicRenderEngine();
scene = new Scene3D();
camera = new Camera3D(universe,18,200);
camera.x = 0;
camera.y = 0;
camera.z = -200;
createObjects();
addEventListeners();
}
private function createObjects():void
{
c = new CarFinal();
c.material = new BitmapMaterial(new CarTexture().bitmapData);
c.x = 0;
c.y = 0;
c.z = 0;
universe = new DisplayObject3D();
universe.addChild(c);
scene.addChild(universe);
universe.x = 200000;
universe.y = -200000;
universe.rotationY = -90;
camera.target = universe;
}
private function addEventListeners():void
{
addEventListener(Event.ENTER_FRAME, loop3D,false,0,true);
}
public function loop3D(e:Event):void
{
camera.target.x -= (((mouseX - (pv3dCanvas.width * 0.5)) * 12) + camera.target.x) / 24;
camera.target.y -= (((mouseY - (pv3dCanvas.height * 0.5)) * 12) + camera.target.y) / 24;
universe.yaw(-0.6);
renderer.renderScene(scene, camera, viewport);
}
]]>
</mx:Script>
<mx:Canvas width="625" height="250"
x="0" y="0"
blendMode="normal"
id="pv3dCanvas"
backgroundColor="#000000" backgroundAlpha="1">
</mx:Canvas>
</mx:Application>
..............................................
..............................................
Here is a code portion of the 3d car model class
package objects
{
import org.papervision3d.core.*;
import org.papervision3d.core.geom.*;
import org.papervision3d.core.geom.renderables.Triangle3D ;
import org.papervision3d.core.geom.renderables.Vertex3D;
import org.papervision3d.core.math.NumberUV;
import org.papervision3d.core.proto.*;
public class CarFinal extends TriangleMesh3D
{
public var verts :Array;
public var faceAr:Array;
public var uvs :Array;
private function v(x:Number,y:Number,z:Number):void
{
verts.push(new Vertex3D(x,y,z));
}
private function uv(u:Number,v:Number):void
{
uvs.push(new NumberUV(u,v));
}
private function f(vn0:int, vn1:int, vn2:int, uvn0:int, uvn1:int,uvn2:int):void
{
faceAr.push( new Triangle3D( this, [verts[vn0],verts[vn1],verts[vn2] ], null,
[uvs[uvn0],uvs[uvn1],uvs[uvn2]] ) );
}
public function cobraCarFinal( material:MaterialObject3D=null, initObject:Object=null )
{
super( material, new Array(), new Array(), null );
verts = this.geometry.vertices;
faceAr= this.geometry.faces;
uvs =new Array();
v(108.544,-31.9748,-101.242);
...........................
f(1248,5195,5196,1248,5195,5196);
this.geometry.ready = true;
}
}
}
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I have this Action Script Code which is attached to a simple movieclip, and it all works IF the general settings are set for Flash Player 6.
It does not work for Flash Player 7 or above, which is probably because this is Actions Script 1 Code...
I attached the .fla file and also here's the code:
Code:
onClipEvent (load) {
accel =0;
rate = 0.05;
trace(_y)
_root.ykoord=0;
}
onClipEvent(enterFrame) {
y=y*accel+(_root.ykoord-_y) * rate;
_y+=y;
if(Math.abs(_root.ykoord-_y)<1) { _y=_root.ykoord; }
}
Do I need to change the code ?
I wanna publish in Action Script 2 for either Flash player 8 or 9.
Thanx for your help in advance !!!
Mike
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Edited: 08/30/2008 at 11:43:16 AM by WillieGWilliams
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