Check out the new update movieMaterial, just updated it,
you can if you pass a lockW and lockH.
so basically even if your movie source is empty at init or due to masks has a bigger size or smaller,
you can use these to lock the draw region

more on this + example:
http://groups.google.com/group/away3d-dev/browse_thread/thread/7b2483832facbbf7

Fabrice

On Aug 30, 2008, at 3:21 PM, Jensa wrote:


Ok. The width and height is totally wrong as well when I look at it
with the debugger, so I scrapped the idea and started working on a new
way to solve this.

I'm able to use 3500x2000 pixel bitmaps for textures though. Not
shabby? I thought the limit was lower?

J

On Aug 29, 10:10 pm, Fabrice <[EMAIL PROTECTED]> wrote:
yes sounds like its too large...
I recall place some minimum values to avoid crash in this class.

      _bitmap = new BitmapData(Math.max(1,movie.width),
Math.max(1,movie.height), transparent, (transparent) ? 0x00ffffff : 0);

Fabrice

On Aug 29, 2008, at 6:48 PM, Jensa wrote:



I'm having a strange issue where the MovieMaterial apparently is
unable to extract the bitmap data from a Sprite.

In Flex (AS3 project) I embed my Sprite:

[Embed(source="assets/metro.swf",symbol="metro")]
private var metroMap:Class;

I then instantiate it and put it on stage:

var map:Sprite = new metroMap();
addChild(map);

The Sprite is added to stage and shown as expected. The error is
thrown for the following line:

var mapMaterial2:MovieMaterial = new MovieMaterial(map);

This is the error:

ArgumentError: Error #2015: Invalid BitmapData.
   at flash.display::BitmapData()
   at away3d.materials::MovieMaterial()[/Users/jensa/Documents/Flex
Builder 3/Away3D_src/away3d/materials/MovieMaterial.as:126]
   at Fredrikstadnett()[/Users/jensa/Documents/Flex Builder 3/
Fredrikstadnett/Fredrikstadnett.as:92]

How can a Sprite have "invalid bitmapdata"? Can it be that this sprite
is so big that it can't be converted to bitmapdata? The Sprite is
1730x940 pixels big.

J

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