Take a screenshot, save to a file and load it in at runtime. Scott
-----Original Message----- From: [EMAIL PROTECTED] on behalf of Tom Lee Sent: Fri 10/28/2005 11:08 AM To: 'Flashcoders mailing list' Cc: Subject: [Flashcoders] Rendering color models Hi everyone, I decided to do a little experiment in Flash 8 using the BitmapData class. What I want to do is render accurate RGB color models and do so in a variety of useful ways. I'm ultimately creating my own color-picker/color palette system. So, I decided to start by using the BitmapData class: myColorModel = new BitmapData(510,255,false,0xFFFFFFFF); this.createEmptyMovieClip("holder",1); function ARGBtoHex(a:Number, r:Number, g:Number, b:Number){ return (a<<24 | r<<16 | g<<8 | b); } for(var i=0; i<256; i++){ for(var j=0; j<256; j++){ for(var k=0; k<256; k++){ var thisX = i+k; var thisY = j; thisColor = ARGBtoHex(255,i,j,k); myColorModel.setPixel(thisX,thisY,thisColor); } } } holder.attachBitmap(myColorModel,1); Naturally, the nested for loops are a huge performance hit: we're talking 16581375 iterations. This results in a very nice rendering of a color model: after you hit "no" about 15 times on the "script running slowly: abort?" dialog. Does anyone have any ideas on how I could speed up the rendering process? Thanks, -tom _______________________________________________ Flashcoders mailing list Flashcoders@chattyfig.figleaf.com http://chattyfig.figleaf.com/mailman/listinfo/flashcoders
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