Re: [Flashcoders] Pixel precise

2008-12-20 Thread Juan Pablo Califano
I don't think using coercion rather than a Math method will make a
noticeable difference in performance, really. But even though it's a bit
faster, the results won't be always correct if what you're looking for is
rounding (instead of just discarding decimals).
Also keep in mind that int() works as Math.floor for positive numbers, but
the effect is different for negative numbers (it's like doing Math.ceil if
you forget about the sign).

I think Math.round is what it's needed here if you want correct results.

Try this and it'll be clea why:

trace( Math.round( 1.9) );// 2OK
trace( Math.floor( 1.9) );  // 1wrong
trace( int( 1.9) ); // 1wrong

trace( Math.round( 1.3) );// 1   OK
trace( Math.floor( 1.3) ); // 1OK
trace( int( 1.3) );//  1   OK

trace( Math.round( -1.9) );  // -2 OK
trace( Math.floor( -1.9) );   // -2  OK
trace( int( -1.9) ); // -1   wrong

trace( Math.round( -1.3) ); // -1 OK
trace( Math.floor( -1.3) );   // -2 wrong
trace( int( -1.3) ); // -1  OK




Cheers
Juan Pablo Califano


2008/12/17 Jiri Heitlager jiriheitla...@googlemail.com

 Casting to int is faster.

 var tX:int = int(sprite.x)

 Jiri


 jonathan howe wrote:

 Hi, Laurent,

 You could use localToGlobal(), apply Math.round() to this global point,
 compare the original global point with the rounded version, and then
 offset
 the child's coordineates by the differences.

 Caveats are:
 - if you do this multiple places in a display hierarchy, you'd need to
 work
 from the bottom upwards.
 - during animation you're bound to introduce a certain amount of
 jumpiness.

 On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org
 wrote:

 Hi,

 Is there a way to be sure elements are positionned précisely on a Pixel ?

 I have a sprite containing sprites that are positionned on integer
 coordinates so they are pixel positionned.
 And this sprite is re-positionned when the window resize, so I used int()
 to be sure I got x and y as integers but still the content get blury
 sometimes.
 Is there something to do that flash always position element on a pixel
 not
 a pixel and half...?

 thx
 L
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Re: [Flashcoders] Pixel precise

2008-12-17 Thread laurent


int( ) is casting the content to integer, it has the effect to drop off 
the decimal part. Same as Math.floor but lots faster


L

Cor a écrit :

If the sprite.x is not an exact round number (so not an correct integer)
wouldn't that throw an error???


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
Heitlager
Sent: woensdag 17 december 2008 15:11
To: Flash Coders List
Subject: Re: [Flashcoders] Pixel precise

Casting to int is faster.

var tX:int = int(sprite.x)

Jiri

jonathan howe wrote:
  

Hi, Laurent,

You could use localToGlobal(), apply Math.round() to this global point,
compare the original global point with the rounded version, and then


offset
  

the child's coordineates by the differences.

Caveats are:
- if you do this multiple places in a display hierarchy, you'd need to


work
  

from the bottom upwards.
- during animation you're bound to introduce a certain amount of


jumpiness.
  

On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org wrote:



Hi,

Is there a way to be sure elements are positionned précisely on a Pixel ?

I have a sprite containing sprites that are positionned on integer
coordinates so they are pixel positionned.
And this sprite is re-positionned when the window resize, so I used int()
to be sure I got x and y as integers but still the content get blury
sometimes.
Is there something to do that flash always position element on a pixel
  

not
  

a pixel and half...?

thx
L
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Re: [Flashcoders] Pixel precise

2008-12-17 Thread jonathan howe
Depends on the application whether you can afford this... I would think that
in some cases you would want to use rounding so that there is more accurate
rendering... you want your object to snap to the nearest pixel, and nearest
may be up instead of floored.

I do want to emphasize that it is not simply enough to set the
DisplayObject's own coordinates to an integer; if the DO in question is
inside a parent DO with non-integer coordinates, it won't be correct. That's
why I was recommending the localToGlobal technique.

-jonathan


On Wed, Dec 17, 2008 at 11:55 AM, Jiri Heitlager 
jiriheitla...@googlemail.com wrote:

 Math should be avoided when possible, I believe it is quit slow.

 Maybe

 Number  0 is even faster for rounding of ;)

 Jiri




 laurent wrote:


 int( ) is casting the content to integer, it has the effect to drop off
 the decimal part. Same as Math.floor but lots faster

 L

 Cor a écrit :

 If the sprite.x is not an exact round number (so not an correct integer)
 wouldn't that throw an error???


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
 Heitlager
 Sent: woensdag 17 december 2008 15:11
 To: Flash Coders List
 Subject: Re: [Flashcoders] Pixel precise

 Casting to int is faster.

 var tX:int = int(sprite.x)

 Jiri

 jonathan howe wrote:


 Hi, Laurent,

 You could use localToGlobal(), apply Math.round() to this global point,
 compare the original global point with the rounded version, and then


 offset


 the child's coordineates by the differences.

 Caveats are:
 - if you do this multiple places in a display hierarchy, you'd need to


 work


 from the bottom upwards.
 - during animation you're bound to introduce a certain amount of


 jumpiness.


 On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org
 wrote:



 Hi,

 Is there a way to be sure elements are positionned précisely on a Pixel
 ?

 I have a sprite containing sprites that are positionned on integer
 coordinates so they are pixel positionned.
 And this sprite is re-positionned when the window resize, so I used
 int()
 to be sure I got x and y as integers but still the content get blury
 sometimes.
 Is there something to do that flash always position element on a pixel


 not


 a pixel and half...?

 thx
 L
 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders






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 No virus found in this incoming message.
 Checked by AVG - http://www.avg.com Version: 8.0.176 / Virus Database:
 270.9.19/1853 - Release Date: 17-12-2008
 8:31


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RE: [Flashcoders] Pixel precise

2008-12-17 Thread Cor
OK, thanks!

-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
Sent: woensdag 17 december 2008 17:24
To: Flash Coders List
Subject: Re: [Flashcoders] Pixel precise


int( ) is casting the content to integer, it has the effect to drop off 
the decimal part. Same as Math.floor but lots faster

L

Cor a écrit :
 If the sprite.x is not an exact round number (so not an correct integer)
 wouldn't that throw an error???


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
 Heitlager
 Sent: woensdag 17 december 2008 15:11
 To: Flash Coders List
 Subject: Re: [Flashcoders] Pixel precise

 Casting to int is faster.

 var tX:int = int(sprite.x)

 Jiri

 jonathan howe wrote:
   
 Hi, Laurent,

 You could use localToGlobal(), apply Math.round() to this global point,
 compare the original global point with the rounded version, and then
 
 offset
   
 the child's coordineates by the differences.

 Caveats are:
 - if you do this multiple places in a display hierarchy, you'd need to
 
 work
   
 from the bottom upwards.
 - during animation you're bound to introduce a certain amount of
 
 jumpiness.
   
 On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org
wrote:

 
 Hi,

 Is there a way to be sure elements are positionned précisely on a Pixel
?

 I have a sprite containing sprites that are positionned on integer
 coordinates so they are pixel positionned.
 And this sprite is re-positionned when the window resize, so I used
int()
 to be sure I got x and y as integers but still the content get blury
 sometimes.
 Is there something to do that flash always position element on a pixel
   
 not
   
 a pixel and half...?

 thx
 L
 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

   

 
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Re: [Flashcoders] Pixel precise

2008-12-17 Thread Ian Thomas
Also, if you're using Bitmap objects, you can set the .pixelSnapping
property to PixelSnapping.ALWAYS. That will ensure that the bitmap is
always drawn at the nearest pixel rather than part pixel. No need for
Math.round() or anything like that.

Obviously, only works with Bitmaps...

Ian

On Wed, Dec 17, 2008 at 6:02 PM, Cor c...@chello.nl wrote:
 OK, thanks!

 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of laurent
 Sent: woensdag 17 december 2008 17:24
 To: Flash Coders List
 Subject: Re: [Flashcoders] Pixel precise


 int( ) is casting the content to integer, it has the effect to drop off
 the decimal part. Same as Math.floor but lots faster

 L

 Cor a écrit :
 If the sprite.x is not an exact round number (so not an correct integer)
 wouldn't that throw an error???


 -Original Message-
 From: flashcoders-boun...@chattyfig.figleaf.com
 [mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
 Heitlager
 Sent: woensdag 17 december 2008 15:11
 To: Flash Coders List
 Subject: Re: [Flashcoders] Pixel precise

 Casting to int is faster.

 var tX:int = int(sprite.x)

 Jiri

 jonathan howe wrote:

 Hi, Laurent,

 You could use localToGlobal(), apply Math.round() to this global point,
 compare the original global point with the rounded version, and then

 offset

 the child's coordineates by the differences.

 Caveats are:
 - if you do this multiple places in a display hierarchy, you'd need to

 work

 from the bottom upwards.
 - during animation you're bound to introduce a certain amount of

 jumpiness.

 On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org
 wrote:


 Hi,

 Is there a way to be sure elements are positionned précisely on a Pixel
 ?

 I have a sprite containing sprites that are positionned on integer
 coordinates so they are pixel positionned.
 And this sprite is re-positionned when the window resize, so I used
 int()
 to be sure I got x and y as integers but still the content get blury
 sometimes.
 Is there something to do that flash always position element on a pixel

 not

 a pixel and half...?

 thx
 L
 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders




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 No virus found in this incoming message.
 Checked by AVG - http://www.avg.com
 Version: 8.0.176 / Virus Database: 270.9.19/1853 - Release Date:
 17-12-2008
 8:31


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Re: [Flashcoders] Pixel precise

2008-12-17 Thread Jiri Heitlager

Math should be avoided when possible, I believe it is quit slow.

Maybe

Number  0 is even faster for rounding of ;)

Jiri



laurent wrote:


int( ) is casting the content to integer, it has the effect to drop off 
the decimal part. Same as Math.floor but lots faster


L

Cor a écrit :

If the sprite.x is not an exact round number (so not an correct integer)
wouldn't that throw an error???


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
Heitlager
Sent: woensdag 17 december 2008 15:11
To: Flash Coders List
Subject: Re: [Flashcoders] Pixel precise

Casting to int is faster.

var tX:int = int(sprite.x)

Jiri

jonathan howe wrote:
 

Hi, Laurent,

You could use localToGlobal(), apply Math.round() to this global point,
compare the original global point with the rounded version, and then


offset
 

the child's coordineates by the differences.

Caveats are:
- if you do this multiple places in a display hierarchy, you'd need to


work
 

from the bottom upwards.
- during animation you're bound to introduce a certain amount of


jumpiness.
 
On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org 
wrote:


   

Hi,

Is there a way to be sure elements are positionned précisely on a 
Pixel ?


I have a sprite containing sprites that are positionned on integer
coordinates so they are pixel positionned.
And this sprite is re-positionned when the window resize, so I used 
int()

to be sure I got x and y as integers but still the content get blury
sometimes.
Is there something to do that flash always position element on a pixel
  

not
 

a pixel and half...?

thx
L
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270.9.19/1853 - Release Date: 17-12-2008

8:31


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RE: [Flashcoders] Pixel precise

2008-12-17 Thread Cor
If the sprite.x is not an exact round number (so not an correct integer)
wouldn't that throw an error???


-Original Message-
From: flashcoders-boun...@chattyfig.figleaf.com
[mailto:flashcoders-boun...@chattyfig.figleaf.com] On Behalf Of Jiri
Heitlager
Sent: woensdag 17 december 2008 15:11
To: Flash Coders List
Subject: Re: [Flashcoders] Pixel precise

Casting to int is faster.

var tX:int = int(sprite.x)

Jiri

jonathan howe wrote:
 Hi, Laurent,
 
 You could use localToGlobal(), apply Math.round() to this global point,
 compare the original global point with the rounded version, and then
offset
 the child's coordineates by the differences.
 
 Caveats are:
 - if you do this multiple places in a display hierarchy, you'd need to
work
 from the bottom upwards.
 - during animation you're bound to introduce a certain amount of
jumpiness.
 
 On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org wrote:
 
 Hi,

 Is there a way to be sure elements are positionned précisely on a Pixel ?

 I have a sprite containing sprites that are positionned on integer
 coordinates so they are pixel positionned.
 And this sprite is re-positionned when the window resize, so I used int()
 to be sure I got x and y as integers but still the content get blury
 sometimes.
 Is there something to do that flash always position element on a pixel
not
 a pixel and half...?

 thx
 L
 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

 
 
 
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Checked by AVG - http://www.avg.com 
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8:31


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Re: [Flashcoders] Pixel precise

2008-12-17 Thread -whispers-
try using Math.round() on your position values...
  - Original Message - 
  From: laurent 
  To: Flash Coders List 
  Sent: Wednesday, December 17, 2008 7:39 AM
  Subject: [Flashcoders] Pixel precise


  Hi,

  Is there a way to be sure elements are positionned précisely on a Pixel ?

  I have a sprite containing sprites that are positionned on integer 
  coordinates so they are pixel positionned.
  And this sprite is re-positionned when the window resize, so I used 
  int() to be sure I got x and y as integers but still the content get 
  blury sometimes.
  Is there something to do that flash always position element on a pixel 
  not a pixel and half...?

  thx
  L
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Re: [Flashcoders] Pixel precise

2008-12-17 Thread jonathan howe
Hi, Laurent,

You could use localToGlobal(), apply Math.round() to this global point,
compare the original global point with the rounded version, and then offset
the child's coordineates by the differences.

Caveats are:
- if you do this multiple places in a display hierarchy, you'd need to work
from the bottom upwards.
- during animation you're bound to introduce a certain amount of jumpiness.

On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org wrote:

 Hi,

 Is there a way to be sure elements are positionned précisely on a Pixel ?

 I have a sprite containing sprites that are positionned on integer
 coordinates so they are pixel positionned.
 And this sprite is re-positionned when the window resize, so I used int()
 to be sure I got x and y as integers but still the content get blury
 sometimes.
 Is there something to do that flash always position element on a pixel not
 a pixel and half...?

 thx
 L
 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders




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Re: [Flashcoders] Pixel precise

2008-12-17 Thread Matt S.
Make sure to always do Math.round to your x's and y's, so:

mc.x = Math.round(xPos);
mc.y = Math.round(yPos);

And make sure to do the same to all mc's contained within it.

.m

On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org wrote:
 Hi,

 Is there a way to be sure elements are positionned précisely on a Pixel ?

 I have a sprite containing sprites that are positionned on integer
 coordinates so they are pixel positionned.
 And this sprite is re-positionned when the window resize, so I used int() to
 be sure I got x and y as integers but still the content get blury sometimes.
 Is there something to do that flash always position element on a pixel not a
 pixel and half...?

 thx
 L
 ___
 Flashcoders mailing list
 Flashcoders@chattyfig.figleaf.com
 http://chattyfig.figleaf.com/mailman/listinfo/flashcoders


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Re: [Flashcoders] Pixel precise

2008-12-17 Thread Jiri Heitlager

Casting to int is faster.

var tX:int = int(sprite.x)

Jiri

jonathan howe wrote:

Hi, Laurent,

You could use localToGlobal(), apply Math.round() to this global point,
compare the original global point with the rounded version, and then offset
the child's coordineates by the differences.

Caveats are:
- if you do this multiple places in a display hierarchy, you'd need to work
from the bottom upwards.
- during animation you're bound to introduce a certain amount of jumpiness.

On Wed, Dec 17, 2008 at 8:39 AM, laurent laur...@logiquefloue.org wrote:


Hi,

Is there a way to be sure elements are positionned précisely on a Pixel ?

I have a sprite containing sprites that are positionned on integer
coordinates so they are pixel positionned.
And this sprite is re-positionned when the window resize, so I used int()
to be sure I got x and y as integers but still the content get blury
sometimes.
Is there something to do that flash always position element on a pixel not
a pixel and half...?

thx
L
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Re: [Flashcoders] Pixel precise

2008-12-17 Thread Matt S.
On 12/17/08, jonathan howe jonathangh...@gmail.com wrote:

 - during animation you're bound to introduce a certain amount of jumpiness.


For animation, if you're using something like Tweener that wont
matter, since only the final position will be Math.round'ed. If you're
rolling your own animation, just make sure only the final positions
are rounded and allow all inbe'tween positions to non-rounded.

.m
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