We use the single Bitmap > many BitmapData method on expensive animations (having pre-cached various timelines as arrays of BitmapData) outputting them on the frame rate by reassignment of the Bitmap.bitmapData property. It's been a while since I wrote the engine we use for it but I optimised/benchmarked it a lot and I think it was the best way - especially if you've multiple instances. Many, many times faster than playing a movieclip that's for sure - and faster than doing copyPixels from a master sheet. Of course - it can have a hefty memory footprint for longer animations so management / cleanup is important.
On 9 Sep 2010, at 11:29, Henrik Andersson wrote: allandt bik-elliott (thefieldcomic.com) skriver: > i was always under the impression that the best way of doing that (for games > sprite animations for instance) is bitmap 'blitting' where you use a > tilesheet and then use bitmap draw to pull the current frame you want to > show into your actual sprite I think that's not the fastest way. It's still copying the pixels. I am fairly sure that not copying the pixels is infinitely faster. My money is on the one Bitmap/multiple BitmapData solution. It should be using the least amount of memory and have no data copying at all. _______________________________________________ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders _______________________________________________ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders