Jump to content
GreenSock

Search In
  • More options...
Find results that contain...
Find results in...

Search the Community

Showing results for tags 'bitmapdata'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • GreenSock Forums
    • GSAP
    • Banner Animation
    • Jobs & Freelance
  • Flash / ActionScript Archive
    • GSAP (Flash)
    • Loading (Flash)
    • TransformManager (Flash)

Product Groups

  • Club GreenSock
  • TransformManager
  • Supercharge

Categories

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Personal Website


Twitter


CodePen


Company Website


Location


Interests

Found 2 results

  1. Been holding out and feel like a n00b all over again, desperately awaiting making the transition from Flash to JS/HTML5 but not clear on how to capture and manipulate BitmapData yet. Capture Image Data I have to capture Image Data for things like cropping a composition of multiple custom user-placed images/text/graphics and export it / save it to the server at the end of my drawing application (currently only in Flash and needing to port for mobile). I can handle the writing to the server with a PHP API easily, but how to capture image data and send in the best way....... that's where I'm foggy without my trusty beloved AS3 BitmapData() and Bitmap() classes and their killer functions. Short and Sweet? $('#someElementOrCanvas').drawBitmap(w,h,matrixTransforms); // or similar would be (more than) cool. GSAP Alone? Is this GSAP library already there now to help do this kind of image data stuff? GSAP + ____ .... Raphael? Or, does another library come to mind that would play nice and plug in lightly with this to accomplish bitmap data capture or draw functions with transforms, or am I getting too needy already for this version of GASP/JS? haha RaphaelJS? Other? Thanks a lot.
  2. I am using copyPixels() to copy data from 12 large 3000x3600 bitmapData instances already loaded into memory. The data is being copied into a Bitmap which is the target for my BlitMask. I've tried all sorts of permutations of using bitmapData.dispose() but whatever I do everytime I use copyPixels on one of the instantiated images it adds about another 40Mb to my BlitMask (probably the size of the 8bit 3000x3600pixel image in cache) I try and force the garbage collection using System.pauseForGCIfCollectionImminent(0.01); but I only seem to increase the amount of memory being allocated. It is only when I dispose of the BlitMask that I can free up memory. Any ideas or should I try another approach? I have the feeling that because BlitMask caches the display object as a bitmapData object that it is also drawing in the cache created by the copyPixels() function. I am trying to make a music score scroller so I cannot interrupt the display of the image whilst the music is playing. Many Thanks
×