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When To Use 'runtime Bitmap Caching'?


As title says.. when is the appropriate and most efficient way to use runtime bitmap caching.

For instance:
Say I have a circular prize wheel with text in each slice (all vector). This mc is placed on the root directory and contains only 1 frame and is animated via AS. Is this a ideal situation to turn on 'runtime bitmap caching'?

If situation changes:
Instead of animating the wheel via AS, I instead create motion tweens inside the wheel mc. Should you still use bitmap caching on the mc? What action or properties of this mc would alter the reasoning for using bitmap caching or not using it (should i use it if the wheel animates constantly or only animates once)

Even though this is scenario based, i would like to think it would be a similar situation for if i was using a vector logo instead of the wheel mentioned above, or any other vector graphics for that matter.

on a side note: Is bitmap caching only effective for vectors or can they be used on animating and no animating imported png's/gifs/jpgs..etc.. nested in mc's?

cheers for any helpful thoughts.




KirupaForum > Flash > Flash 8 (and earlier)
Posted on: 09-10-2008, 08:03 AM


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Use Runtime Bitmap Caching?
what is the property feature "use runtime bitmap caching" used for? mousing over the checkbox gives an explanation, which i understand, but i don't know why you would use it. i think it may help with a problem i'm having too and wanted to check with you guys to see what you use it for and the consequences, if any, of using it.

i have movie clips that have images loaded into them from an xml file. so mc1 is on the stage, in frame 1, with an instance name of mc1. in the actions layer of this frame, my script loads an image into the clip via an xml file. all works fine and good. now in frame 2 i want to re-position mc1 into the same position that mc2 is located. whenever i copy the instance from the previous frame, then manually re-position it.... all is still well, the images load fine. however, whenever i just rename the instance name of mc2 to mc1, the image doesn't stay loaded into the clip? why not?

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Hi

I'm a bit confused with the 'Use Runtime Bitmap Caching' option
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Or should I turn it off for everything?

Many thanks

:-)

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could someone clear up this for me?
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There doesn't seem to be a way to render a region of one bitmapData to another bitmapData. Is this a large flaw or is there something I'm missing? I'm currently creating a complex game, and this has been puzzling me. I know about the draw command, but say I want to take a convex polygon region of one bitmapData object and paste that region of pixels to another. How would I do that. I am familiar with the idea that I can draw to a movieclip using the moveTo and lineTo, then just draw to a desired bitmapData, but that extra third party transfer of pixels is very useless and a tad CPU intensive for my liking.

I've even gone as far as trying to implement my own system using get and set pixel, but that is rather pointless as the code runs far to slow, unlike the optimized functions flash uses.

I was just wondering if one of the developers could fix this problem (if it really does exist). I thought flash CS3 would fix this simple concept, but they didn't. I don't use movieClips when I program my games, so using them for something this trivial leads me to believe that the developers didn't foresee the use of bitmap region to bitmap much.

Has anyone else noticed this before? Any fast fixes or workarounds?





























Edited: 05/14/2007 at 06:20:42 PM by Sirisian

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EDIT: I can't modify the swfs Forgot to mention that.
[Edited by lazarus741 on 06-22-2001 at 08:21 AM]

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Cheers

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