Archive for BitmapData

BitmapData.draw x Graphics.beginBitmapFill

Firstly… sorry for my poor English…

Working on Recyou.jp, I had to use many BitmapDatas, and so, I had to work out some way to make it lighter.
One thing I realized is that using Graphics.beginBitmapFill besides BitmapData.draw its much faster.

I made the benchmarks, drawing 10000 bitmapDatas, one using BitmapData.draw, and other using Graphics.beginBitmapFill.

First the benchmark with BitmapData.draw (Clicking on the flash it will re-run the benchmark):

The code is something like this:
[code lang="actionscript"]
var genericBmp:BitmapData = new BitmapData(100,100, false, 0x000000);
var bmp:BitmapData = new BitmapData(100,100, false, 0x000000);
for(var i = 0; i < 10000; i++){
bmp.draw(genericBmp);
}
[/code]

Now the benchmark with Graphics.beginBitmapFill (Clicking on the flash it will re-run the benchmark):

The code is something like this:
[code lang="actionscript"]
var genericBmp:BitmapData = new BitmapData(100,100, false, 0x000000);
var bmp:BitmapData = new BitmapData(100,100, false, 0x000000);
for(var i = 0; i < 10000; i++){
graphics.beginBitmapFill(genericBmp);
graphics.drawRect(0,0,100,100);
}
[/code]

So, if you are trying to create some bitmap pattens or attaching a Bitmap child and redrawing it’s BitmapData, try using the Graphics.beginBitmapFill.

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AS3 Regexp

One think that I am really thankful is the addition of Regular Expression in AS3.
That’s really helping me around.

Here’s some cheatsheets that I always check:
http://krijnhoetmer.nl/stuff/regex/cheat-sheet/
http://regexlib.com/CheatSheet.aspx
http://www.ilovejackdaniels.com/cheat-sheets/regular-expressions-cheat-sheet/

Also, I uploaded my svn my StringUtils class
http://code.hellokeita.in/public/trunk/as3/br/hellokeita/utils/StringUtils.as

Actually, there’s just the trim method, but you see that’s it’s really easier than AS2.
\s|\n|\r|\t|\v <- I put all those characters to make sure every initial end final whitespace are trimmed.

Also, I uploaded my ColorUtils.as too.
You see that it's really easy to manage ARGB colors with it.
Also, there's a RGB -> Grayscale color converter.

Oh, don’t try converting a bitmapData pixel by pixel to generate a Grayscale image.
There’s an easier way to make it with the BitmapData.paletteMap() method.
but… I’ll keep it to the next post …. if anyone shows any interest.

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Performance increase with BitmapData

I’m working on a project that everything eats performance, using FLV videos, animated smooth Bitmaps, Papervision3D and everything else…
So I started desperately find a way to increase the flash performance.

So, I realized that using BitmapDatas instead using many sprites and FLV videos helped really much.
I mean, instead adding a full screen FLV streaming video on your background, add a Bitmap child on your background that draws the FLV child.

I didn’t make any benchmarks, but, at least on this project it’s helping me speeding up my heavy processing flash.

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