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About FPCreative

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  1. Discovered that filters don't work with GPU Mode: http://esdot.ca/site/2011/fast-rendering-in-air-3-0-ios-android See: The gotchas.
  2. Interesting results. I applied a ColorMatrixFilter directly, as you suggested, and it worked! However, I had inadvertently switched render modes. It turns out that the saturation change works perfectly in all render modes except GPU. Am now testing performance with Direct mode, but I can report that TweenMax works correctly in that mode. Mystery solved, and I will let Adobe know - any thoughts who to send a report to? Thanks for the help.
  3. Thanks for the reply. No old external files. Fairly fresh TweenMax. I have updated my original post and attached some test files - and FLA (CS6), and a class file. My test compile targets AIR (for iOS). I have made a simple test which only runs the required graphics and tweens them in a very similar way to my real-case class. The only difference in this set-up is the movieclip loaded is in a .swc in my real-case, but for simplicity i have added it directly to the test library. Test results exactly mimic my real set-up. Everything runs fine in a test, but the saturati
  4. I am using TweenMax to fade some interface arrows on an AIR / iOS project, using the following (slightly simplified) code: TweenMax.to( overlay.arrowE, 0, { alpha:overlayFactorX + minOverlayAlpha, colorMatrixFilter: { saturation:overlayFactorX }} ); The tween essentially responds to a user drag action, and highlights one arrow graphic (colour and alpha up) to show the direction of travel, whilst other arrows recede (colour desaturates to greyscale, and alpha decreases). A bigger drag creates a stronger highlight. Everything works fine when viewed in preview on PC, and the code does