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

 

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