Maybe record your vector data / changes each "frame", or similar, so that you can redraw the bitmaps if necessary.

It's almost like an undo function; So for each bitmap you render, you would store the commands to draw it. You can make this even more compact by just storing the changes since the last render, although if you are storing loads of "frames" you may want to create a "keyframe" every so often that stores all the information needed to draw a bitmap without relying on previous frames. The keyframe thing is used in MPEG and other similar compression methods.

Then you can render the bitmaps as normal, but only store the most recent. If you want to step backwards, you use the vector info to redraw the bitmap.

Mick G wrote:
I'm working on an animation of sorts that uses the Flash drawing api to draw
into bitmapdata.

At various intervals throughout the animation I want to record screenshots
and be able to step back and view these various stages of the animation.

The only way I can think of achieving this is creating copies of the bitmap
data in memory and re-loading them into the scene as needed. Problem here is
it would be very memory intensive if I want to record 20 or more
screenshots.

Any other suggestions?

I could possibly re-generate the animation at the recorded stop-point each
time but that would take possibly a few seconds to re-create the bitmap for
each point.
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