This is part 2 of my summary of the flash.display.BitmapData object. If you haven’t yet, you may want to read part 1 first.
Before we get on to what i consider to be the most exciting stuff – filters – lets play with colours.
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This is part 2 of my summary of the flash.display.BitmapData object. If you haven’t yet, you may want to read part 1 first.
Before we get on to what i consider to be the most exciting stuff – filters – lets play with colours.
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In my previous post Bitmap Basics, i discussed creating bitmaps. This time i will go through some of the methods available to manipulate bitmap images.
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After i posted my last item on Perlin Noise in bitmaps, i realised that it wasn’t much help if you don’t know much about bitmaps, so here’s an introduction…
Why use Bitmap? Well for starters, Bitmaps render a lot quicker than Sprites, Shapes etc – not a problem if you only have 10 items on the stage but a big issue if you have hundreds or thousands of objects all moving around. Thats not to say you should always use bitmaps – they usually look awful when scaled for instance – but they definitely have their moments.
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First, let me make one thing clear – when i say “noise”, i mean in a visual random static kind of way, not in a Mötley Crüe kind of way. Sorry to disappoint, but feel free to turn up your stereo if that helps.
ActionScript provides two methods for creating noise in bitmaps: BitmapData.noise(…) and BitmapData.perlinNoise(…). First, lets look at the junior member of the team; noise()
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This is the first post to my blog covering ActionScript 3. I am quite excited!
I love Flash! There is nothing else that allows you to do so much, in so little time, and make it available to so many.
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