[Flashcoders] Bitmap data for presentation

2008-06-24 Thread eric e. dolecki
I don't know if it would always be prudent, but I've found if I have
components or UI composed of lists of Sprites, etc. instead of using a mask,
I use BitmapData to present the visuals instead... so basically you need
almost nothing on the display tree whatsoever. I know its a RAM hit (a
little), but so far its been working really, really well. I produce UI from
stuff not on the display tree at all, represented by a bitmap. I remove the
2nd bitmap in a displayObjectContainer so there is only ever one in there,
next step I'll add a dispose().

Anyone else doing this yet? It's more difficult to develop initially, so
basically I get it looking right when on the display tree, then I just don't
add it and use BMD.

- e
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Re: [Flashcoders] Bitmap data for presentation

2008-06-24 Thread Ashim D'Silva
I've thought about it, but it didn't make enough sense to me to try.
That was under the assumption that Flash's re-draw area organisation
would make it more efficient. If your performance is improving, I
might give it a look for certain situations. Any numbers yet?

2008/6/25 eric e. dolecki [EMAIL PROTECTED]:
 I don't know if it would always be prudent, but I've found if I have
 components or UI composed of lists of Sprites, etc. instead of using a mask,
 I use BitmapData to present the visuals instead... so basically you need
 almost nothing on the display tree whatsoever. I know its a RAM hit (a
 little), but so far its been working really, really well. I produce UI from
 stuff not on the display tree at all, represented by a bitmap. I remove the
 2nd bitmap in a displayObjectContainer so there is only ever one in there,
 next step I'll add a dispose().

 Anyone else doing this yet? It's more difficult to develop initially, so
 basically I get it looking right when on the display tree, then I just don't
 add it and use BMD.

 - e
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 Flashcoders@chattyfig.figleaf.com
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