Right, gotcha. BitmapData.getPixels returns a ByteArray of pixel data, which would just be a width * height array of raw 32 bit ARGB (or maybe RGBA, can't rememeber) uint data. swfLoader expects a filename, url or classname, or the ByteArray of an actual GIF / JPG / PNG / SWF / etc file. If you encoded your raw data to one of those formats first it should work, but I'm wondering why you want to pass it to SwfLoader in the first place? There's probably an easier way to do whatever it is that's your end goal :)
-Josh On Tue, Jun 17, 2008 at 11:16 PM, flexawesome <[EMAIL PROTECTED]> wrote: > I was loading a image by using swfLoader > > > --- In [email protected] <flexcoders%40yahoogroups.com>, "Josh > McDonald" <[EMAIL PROTECTED]> wrote: > > > > You're trying to load a bunch of pixels as a swf or something? > > > > On Tue, Jun 17, 2008 at 11:42 AM, flexawesome <[EMAIL PROTECTED]> > wrote: > > > > > any suggestions? > > > > > > --- In [email protected] > > > <flexcoders%40yahoogroups.com><flexcoders% > 40yahoogroups.com>, > > > "flexawesome" <flexawesome@> > > > wrote: > > > > > > > > > > > Hi there, > > > > > > > > I was trying to capture my UI at w:100 , h:100. I got an error > msg > > > of > > > > > > > > ----------- > > > > Error #2044: Unhandled IOErrorEvent:. text=Error #2124: Loaded > file > > > is > > > > an unknown type. > > > > ------------ > > > > > > > > Any suggestions? Thanks > > > > > > > > > > > > var bitmapData:BitmapData = new BitmapData(100, 100) > > > > bitmapData = ImageSnapshot.captureBitmapData( UI ); > > > > var bounds:Rectangle = new Rectangle ( 0 , 0 , 100 ,100 ); > > > > swfLoader.source = ( bitmapData.getPixels( bounds ) as > ByteArray ); > > > > > > > > > > > > > > > > > > > > > -- > > "Therefore, send not to know For whom the bell tolls. It tolls for > thee." > > > > :: Josh 'G-Funk' McDonald > > :: 0437 221 380 :: [EMAIL PROTECTED] > > > > > -- "Therefore, send not to know For whom the bell tolls. It tolls for thee." :: Josh 'G-Funk' McDonald :: 0437 221 380 :: [EMAIL PROTECTED]

