However,
there are potential performance hits using lots of flash sprites on
the same frame.

Why do you think you have the performance hit? It is because everytime you "use" a Flash Member as a sprite, you are in fact invoking another instance of the Flash player (flash xtra).

Yes, and each instance uses up available memory as well as time to composite and render.


Each flash xtra is displaying the text field, but each instance is "unaware" of the other instance. Therefore altering the text in one instance will not affect the other instance.
This is not the same as have a sprite being an instance of the text.

Yep, understood. That's why I suggested using #flash text as an option.


Quoting from the horse's mouth:
http://www.macromedia.com/support/director/ts/documents/flash_tips.htm
<QUOTE>
When using Flash Sprites in Director, each Flash Sprite creates a new instance of the Flash Asset Xtra. This means that as more Flash Sprites are used, more memory is required by the application and exponentially increases the computations required. Developers have reported performance difficulties with over twenty simultaneous Flash sprites, which is to be expected.
</QUOTE>
Included in the above document are some tips for optimisation which are well worth looking over.


-Sean.

[To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]

Reply via email to