here I added
if ((tLoaded / tBytes >= 1) && (tempHolder._height>0) ) {
as you suggest
Does that help? I can not check sorry.http://www.fancybytes.com/test/index_ver3.html 2007/8/25, natalia Vikhtinskaya <[EMAIL PROTECTED]>: > here is a code > > setTmb=function(targetContainer:MovieClip){ > tmbComlite=false; > container.holderImg.hideImg(); > var arrayPointer:Number = 0; > var startNewLoad:Boolean = true; > var len:Number=toLoad.length; > var countImg:Number=0; > this.onEnterFrame = function() { > if (startNewLoad) { > startNewLoad = false; > if ((arrayPointer == len) && (countImg==maxImg)) { > delete this.onEnterFrame; > preloader.removeMovieClip(); > tmbComlite=true; //all tmb loads > } else { > if (arrayPointer == len){ > startNewLoad = true; > itemCont=eval(targetContainer+(countImg+1)); > itemCont.holderImg.hideImg(); > countImg++; > itemCont.info=""; > } else { > > itemCont=eval(targetContainer+(arrayPointer+1)); > tempHolder = > itemCont.createEmptyMovieClip("holder", 1); > > tempHolder.loadMovie(toLoad[arrayPointer]); > this.attachMovie("preloader", > "preloader", 999, preloaderPos); > > preloader.preloadBar.w=preloader.preloadBar._width; > preloader._visible=false; > if (toLoadId.length<>0){ > > itemCont.info=toLoadId[arrayPointer];//img info > > itemCont.onRelease=initClickTmb; > > //itemCont.onRollOver=function(){initImgInfo(this.info);} > > //itemCont.onRollOut=function(){info.txt.htmlText=portfolioInfo;} > > > } else { > delete itemCont.onRelease; > } > } > } > } else { > var tLoaded = tempHolder.getBytesLoaded(); > var tBytes = tempHolder.getBytesTotal(); > if (tLoaded / tBytes >= 1 ) { > duplicateMovieClipImage(tempHolder,itemCont); > arrayPointer++; > countImg++; > startNewLoad = true; > } else { > var percentLoaded = (tLoaded / tBytes); > preloader._visible=true; > preloader.preloadBar._width = > preloader.preloadBar.w * percentLoaded; > } > } > } > } > > function duplicateMovieClipImage(from, target){ > var visuals = new flash.display.BitmapData(from._width, from._height); > visuals.draw(from); > var visualsLast = new flash.display.BitmapData(from._width, > from._height); > visualsLast.draw(target.holderImg); > var holderLast=target.createEmptyMovieClip("holderLast", 1); > holderLast.attachBitmap(visualsLast,2); > holderLast.hideImg(); > var holderImg=target.createEmptyMovieClip("holderImg", 2); > //container.tmbN cont small image > holderImg.attachBitmap(visuals,2); > holderImg.showImg(); > from.removeMovieClip(); > } > > > All logic I think not important. But you can see how images load and > then I use copy in bitmap > > > 2007/8/25, Paul Venton <[EMAIL PROTECTED]>: > > Checked with the following: > > > > Internet Explorer 7 with Flash Player 9.0.47.0 no problems encountered. > > Internet Explorer 6 with Flash Player 9.0.47.0 no problems encountered. > > Firefox 2 with Flash Player 9.0.60.184 images do not load unless cached. > > Safari 3 with Flash Player 9.0.60.184 images do not load unless cached. > > Opera 9 with Flash Player 9.0.60.184 images do not load unless cached. > > > > > > Internet Explorer is shows your progress bars for image loading, the others > > do not. > > > > I'd say the problem lies with your loading routines. > > > > Hope that helps ... > > > > > > > _______________________________________________ [email protected] To change your subscription options or search the archive: http://chattyfig.figleaf.com/mailman/listinfo/flashcoders Brought to you by Fig Leaf Software Premier Authorized Adobe Consulting and Training http://www.figleaf.com http://training.figleaf.com

