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