Hi,
this might help:
http://objectpainters.com/blog/2007/11/30/inverting-the-alpha-of-a-bitmap-image/
It does not half but invert the alpha, but the principle is the same I think.
The problem lies in the premultiplication of the alpha.
greetz
JC
On Tue, Oct 7, 2008 at 4:48 AM, Juan Pablo
Hi,
ps if you are just wanting to half the alpha something along these
lines should work as well:
var newbitmap:BitmapData = new BitmapData (widht, height, true, 0x0);
newbitmap.draw (oldbitmap, new Matrix(), new ColorTransform(1,1,1,0.5,0,0,0,0));
greetz
JC
On Mon, Oct 6, 2008 at 9:17 PM,
Juan,
(Yeah, it was me on Flash_Tiger... :-) )
To be fair, I'd have suggested that to Andrew a while back, except he said:
Thanks Steve. I thought maybe I was onto something with the LoaderInfo
classes width and height props that
return the nominal w and h, but this information doesn't
Hi Ian,
Some of what I'm seeing is that quite a few of the swfs that I happen to
be loading contain their own internal scaling functions. Most typically
I'm seeing are swfs that automatically scale to stage.stageWidth and
stage.stageHeight. This is for the most part easy to detect, but
Hi Andrew,
As far as I remember, the YouTube .swf is a shell around an .flv.
So the dimensions of the shell .swf may bear absolutely no
resemblance at all to the size of the contained video; and off-hand, I
can't think of a way to get at the contained video size. But aren't
they all
Of course, it's a swf around a flv. This makes a bit more sense now.
My guess is that the size of the flv _will_ vary, after all there are
lots of different video formats. The YouTube shell is going to have its
own internal algorithms for computing the scaling of the flv and the
placement
Hi Glen,
maybe its not a memory issue at all and its a graphics card issue. I used to
have the problem sometimes when i was animating threw the timeline. And by
monitoring (self monitoring, i don't have in mind any tool that does this
job) the application in flash on one side and the whole system
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Thank you everyone, i have it working just fine now, and i also grasp
the bit operations better too!! youpie!
:D
props,
Seb.
Juan Pablo Califano wrote:
PD:
Sorry, even though the result is the same, to make more sense the second
sample should read:
var hexaValue:int = 0x9100ff33;
var
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