What about creating a function that acts as sort of a "History" (like the way 
Photoshop does) - only, in addition to recording each action the artist 
performs on his project, it also does the following:
The application creates a "TEMP" folder for each new project.
Inside each project folder, a log file (the Historical action archive) is 
created, which keeps the User's last "X" number of actions, which can be 
"backed out" of ("undone"), to some set limit (The "Undo Threshold").
As the "Undo Threshold" is reached, the application fires off a "Screen 
Capture" of whatever is currently on the Canvas (stage, paper, background, or 
whatever) and stores it, along with the historical information, in the project 
folder. (the images could even be constantly replaced, as the threshold is 
reached, so it doesn't gobble up disk space) 
As the User continues to work, the History Log keeps track of every action that 
is taken.  Within a span of 100 actions, for example, 75 can actually be 
"undone."  With every 20 - 25 actions taken, the application does an automatic 
Screen Capture. Once the "Undo" threshold is reached, the canvas (the 
bottom-most layer?) is [hopefully] inperceptively replaced with the Screen 
Capture (.jpeg image ? or whatever's clever) from a hundred moves back.  
Did that make any sense???  Hey, what do you want for a 10-minute [possible] 
solution?! :-P .

 
      Michael Hood
     Internal Applications Dev ADMS/ CMS/ Armory

 

> [Original Message]
> From: Mick G <[EMAIL PROTECTED]>
> To: <[email protected]>
> Date: 2/28/2007 11:33:19 AM
> Subject: Re: [Flashcoders] simulating airbrush + calligraphy brush
>
> If you want to simulate a painting application you have to be mindful of how
> artists work. You WILL have ten of thousands of strokes being generated
> which will at some point (depending on the users system) slow down the flash
> player.
> Many artists do lots of sketch style mouse actions where they may draw 500
> tiny lines just to outline their drawing, and then another 5000 lines
> filling in an area with shading and color.
>
> Placing these thousands of bitmaps will slow things down more so than using
> a more efficient method of modifying bitmap data.
>
>
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