Hi all
Thank you for the feedbacks and pointers to possible trouble spots.
At this point I am getting info on the client's hardware but I suspect
I'll be back with a url for other opinions :/
well it is Friday at least :)
robert
On Jun 6, 2008, at 9:12 AM, Zeh Fernando wrote:
It depends on what's the actual problem. "Allow smoothing" won't
help you unless you're talking about REAL slow (subpixel) moving or
transformations like rotation and scale.
Using tweening extensions - tweener, tweenlite, tweenmax, go, fuse,
etc - is a given. But other than that, if the thing still looks
choppy, the bottleneck is most probably with image rendering -
that'll depend on area used, blending modes, your framerate, whether
there's something else on top or below the image, what's using
cacheAsBitmap and what's not, whether you have filters, etc. And on
that case, allow smoothing would actually make the thing worse.
So I'd say, find the bottleneck and attack it. There's no magic
trick. You have to know your enemy. Trying to solve rendering issues
with different tweening extensions won't give you any positive
result, and the contrary is also true. So those aren't really
"tricks"; it's more about doing the thing right from the start.
There's a lot of combinations that will really drag the player
performance down.
Zeh
robert wrote:
Hi
I am working on a flash piece in which there is a band of 9 jpegs
that slowly move horizontally along the screen in a never ending
band (the images are repeated to the left as they exit to the right).
My client still perceives the movement as choppy. I have tried
basic tricks like onEnterFrame and Tween() and a plain old timeline
tween. The movement speed is very slow at 1px at 31fps. I've made
it slightly smoother by checking each jpg to "allow smoothing". Are
there any other tricks at the newbie level or flashcoder level? Or
is this something inherent in flash or related to the viewing
hardware?
Thank you very much
robert
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