So I found a V-CAM source, I am now using it and quite happy however, is it possible to untoggled bitmap when the objects that are bitmapped are viewed by the cam? For instance, lets say I have a vector movieclip with a bunch of vector art, I toggle export as bitmap on the movieclip from my IDE, now would it be possible to add on to my VCAM, that everything in its view (it resizes stage) untoggles or redraws back to vector, while the rest of map/movieclip is still in bitmap? And as the VCAM moves away, what was shifted from bitmap to vector gets shifted back to bitmap?
var camColor: ColorTransform = new ColorTransform();
var parentColor: ColorTransform = new ColorTransform();
var cX: Number;
var cY: Number;
var sX: Number;
var sY: Number;
this.visible = false;
var oldMode: String = stage.scaleMode;
stage.scaleMode = StageScaleMode.EXACT_FIT;
cX = stage.stageWidth / 2;
cY = stage.stageHeight / 2;
sX = stage.stageWidth;
sY = stage.stageHeight;
stage.scaleMode = oldMode;
camColor = this.transform.colorTransform;
parentColor = this.parent.transform.colorTransform;
camControl(new Event(Event.ENTER_FRAME));
addEventListener(Event.ENTER_FRAME, camControl);
addEventListener(Event.REMOVED, resetStage);
function camControl(event: Event): void {
camColor = this.transform.colorTransform;
parent.transform.colorTransform = camColor;
var xScale: Number = sX / this.width;
var yScale: Number = sY / this.height;
parent.x = cX - (this.x * xScale);
parent.y = cY - (this.y * yScale);
parent.scaleX = xScale;
parent.scaleY = yScale;
}
function resetStage(event: Event): void {
removeEventListener(Event.ENTER_FRAME, camControl);
parent.transform.colorTransform = parentColor;
parent.scaleX = 1;
parent.scaleY = 1;
parent.x = 0;
parent.y = 0;
}
I think you'd better use another camera with higher bitmap dimensions (2x-4x) to render those scenes from vector that you feel are too pixelized. In terms of export, just export the character's bitmaps 2x-4x larger, or you can just have it as a vector somewhere in your app, maybe hidden, and do realtime render when needed, or plain have it in your display list as a vector and not a bitmap.
In case you need to have some complex vector form into a bitmap-based engine, you can use realtime bitmap drawing of a single source in various postures/rotations, then use those rendered bitmaps to get performance. Check the game "Enigmata: Stellar War" for this technique, how does it look in the process (hint: when it says "Loading boss" it does all the render behind the scenes).
Getting a vectorized source form bitmaps is a lot more processor consuming than having a ready-made vectorized source stored somewhere. Also you won't get your original vector restored in exact form, as converting a vector to a bitmap is a lossy transformation.
I have a portal which is used for collecting orders from users in hand written format.
In my portal, I am using HTML canvas for getting inputs from user.
Once the user write order and submits it, I will read the drawings from the canvas and saves it into my DB.
HTML
<canvas height="750" width="768" id="userNotes"></canvas>
Javascript
var canvas = document.getElementById('userNotes');
var notesDataURL = canvas.toDataURL();
saveImageDataToDataBase (notesDataURL);
Next time when the user comes for a new order, I will draw this image back into the canvas, so that he can make modifications on the same and submit it as fresh order.
Javascript
var canvas = document.getElementById('userNotes');
var context = canvas.getContext('2d');
var img = new Image();
img.src = imageData;
context.drawImage(img, 0, 0);
Problem that I am facing is that after multiple iterations, the image starts fading out.
One observation is that fading is more at the bottom part of the image and less on the top side.
Consider the below sample images,
After 10 iterations image became like this,
Below is a JS FIddle created using sample code, in this after about 25 iterations fading will be visible(issue is visible only in tablet mentioned below).
https://jsfiddle.net/hz8r993v/
Observation:
An observation which I made is the issue is happening only in a specific tablet model, Samsung SM-P550, which is unfortunately the one my application is build for.
I am not able to reproduce this issue while using this application in my laptop, PC or another sm-p650 tablet.
Currently Only happening in all tablets of model SM-P550. Even I am confused with this observation.
I also tried disabling ImageSmoothingEnabled properties, but not helping.
Any leads/clues are appreciated.
JPEG compression quirk & rounding.
Looking at the image you provided suggests to me that you are incorrectly offsetting the image each time you render it. As you have not provided enough code for anyone to make an assessment as to why this is happening leaves us only to guess.
Lossless JPEG!
My first instinct is that you have offset the drawing or scaled it. I create the example below and offset a jpeg url of the rendered text by 0.2 pixels.
The result no blur Not a real surprise Jpegs are designed so that they can be copied. The artifacts introduced by the compression actually remove the blur introduced by the offset
Draw jpeg image 0.2 pixels down save and repeat.
var ctx = canvas.getContext("2d");
ctx.font = "64px Arial";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillText("testing",canvas.width / 2,canvas.height / 2);
ctx.font = "18px Arial";
var count = 0;
var imgURL;
function copy(){
imgURL = canvas.toDataURL();
}
function paste(x,y){
var img = new Image;
img.src = imgURL;
img.onload = function(){
ctx.fillStyle = "white";
ctx.fillRect(0,0,canvas.width,canvas.height);
ctx.drawImage(img,x,y);
ctx.fillStyle = "red";
ctx.fillText("Copy : " + count,canvas.width / 2,count * 20);
}
}
function iterate(){
count += 1;
copy();
paste(0,0.2);
if(count < 100){
setTimeout(iterate,50);
}
}
iterate();
<canvas id="canvas" width = 300 height = 150></canvas>
Your image clearly shows a vertical blurring so I set about finding when I can blur the image so that it over comes the Jpeg compression. Offsetting by 0.5 or more does not blur the image just scrolls pixel perfect 100 pixels (note I copy past 100 times move image 0.5 pixels down yet resulting image has moved 100 pixels. I have marked row 100)
Jpeg turns 0.5 pixel steps into 1 pixel steps
var ctx = canvas.getContext("2d");
ctx.font = "64px Arial";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillText("testing",canvas.width / 2,canvas.height / 2);
ctx.font = "18px Arial";
var count = 0;
var imgURL;
function copy(){
imgURL = canvas.toDataURL();
}
function paste(x,y){
var img = new Image;
img.src = imgURL;
img.onload = function(){
ctx.fillStyle = "white";
ctx.fillRect(0,0,canvas.width,canvas.height);
ctx.drawImage(img,x,y);
ctx.fillStyle = "red";
ctx.fillText("Copy : " + count,canvas.width / 2,count * 20);
if(count === 100){
ctx.fillRect(0,100,canvas.width,1);
}
}
}
function iterate(){
count += 1;
copy();
paste(0,0.5);
if(count < 100){
setTimeout(iterate,50);
}
}
iterate();
<canvas id="canvas" width = 300 height = 150></canvas>
At end redline is pixel row 100.
Seams that Jpeg compression is much better at preserving the original src image pixels than I suspected. But that does not help solve the problem.
Device specific
So is it a quirk of the device. I look up the specs and nothing stands out. I begin to suspect that you may have a canvas display scaling issues (the canvas resolution not matching the display size)
I start to set up the snippet to use differing resolutions and by shear chance I run the code at the same resolution as the samsung device mentioned in the question.
Blurring yay... but i did not change the canvas pixel scaling, all I did was change the canvas resolution.
Example of blurring.
Note that offset is 0.01 pixels (100th of a pixel)
var ctx = canvas.getContext("2d");
ctx.font = "64px Arial";
ctx.textAlign = "center";
ctx.textBaseline = "middle";
ctx.fillText("testing",canvas.width / 2,canvas.height / 2);
ctx.font = "18px Arial";
var count = 0;
var imgURL;
function copy(){
imgURL = canvas.toDataURL();
}
function paste(x,y){
var img = new Image;
img.src = imgURL;
img.onload = function(){
ctx.fillStyle = "white";
ctx.fillRect(0,0,canvas.width,canvas.height);
ctx.drawImage(img,x,y);
ctx.fillStyle = "red";
ctx.fillText("Copy : " + count,canvas.width / 2,count * 20);
}
}
function iterate(){
count += 1;
copy();
paste(0,0.01);
if(count < 100){
setTimeout(iterate,50);
}
}
iterate();
<canvas id="canvas" width = 300 height = 1023></canvas>
Possible fix.
As there is not enough code to give a complete answer the above experiments have given me enough information to make an educated guess.
The problem is specific to the resolution 1024 height. (I have tried a few other (very limited) resolutions and could not get blurring)
The blurring does not occur at that resolution if the image is rendered at the pixel boundaries.
The possible fix.
When you render the image convert the render coordinates to integers using Math.floor(coordinate) this will ensure there is no fractional offset, even very tiny offsets that should not affect the image can be amplified by the jpeg compression when the resolution is at 1024 (and maybe some other resolutions as well).
var oldImage = new Image;
oldImage.src = "old image url";
oldImage.onload = function(){
ctx.drawImage(oldImage,Math.floor(x),Math.floor(y));
}
Hope this helps.
I am probably not experienced enough to tell you what about that tablet version, or what in your HTML/Javascript could be causing this issue. I am, however, good at problem solving, and solving puzzles.
I have two possible guesses:
Is there anything in your code, which could lead to a change in the resolution? The only reason that I think this may be part of the cause, is that because the image is being redrawn on a canvas that is the same size, any change in the image size could cause the image to become slightly pixilated. and repetitive changes in the image size would only exaggerate this change.
That is probably not the sole cause. I think that there is probably an additional cause because the issue is only present on the one specific tablet version. I am not familiar with that tablet version, but is there anything about its OS or interface that could alter the file when it is saved or redisplayed?
As a side note, it would be nice if you could provide a comparison image, just to see the change.
Hope that this at least points you in the right direction.
As it reads I want to change the font size as the stage size changes.
I have private var myFormat:TextFormat = new TextFormat();
And then when the object gets made it writes the following
_buttonText.wordWrap = true;
myFormat.size = 15;
myFormat.align = TextFormatAlign.CENTER;
_buttonText.textColor = 0x222428;
myFormat.bold = 'true';
_buttonText.defaultTextFormat = myFormat;
_buttonText.text = text;
Then in my on enter frame I want to resize the text, I have tried a couple things but nothing seems to work, currently it looks like this.
myFormat.size = stage.stageWidth / 136.53;
Thanks for any help
A TextFormat object has no effect unless applied to a TextField. Besides if the font size should be linked to the stage size then a factor size of some kind should be applied as well. At the end it looks like this:
myFormat.size = 15 * fontSizeFactor;
//_buttonText.defaultTextFormat = myFormat;this is irrelevant if size should be dynamic.
//instead text should be set then TextFormat should be set again.
_buttonText.text = text;
_buttonText.setTextFormat(myFormat);//this is dynamic
now on enter frame:
myFormat.size = 15 * fontSizeFactor;
_buttonText.setTextFormat(myFormat);//apply the format again or else nothing will happen
I am not sure if this is possible, so, please, help me out a little bit over here:
I have an image loaded into the stage:
var miC:Loader = new Loader();
miC.contentLoaderInfo.addEventListener(Event.COMPLETE, onComplete);
miC.load(new URLRequest("coverph.jpg"));
function onComplete(e:Event):void {
miC.width = stage.stageWidth;
miC.height = stage.stageHeight;
miC.x = 0;
miC.y = 0;
addChild(miC);
trace(miC.width, miC.height);
}
And this way the image auto size itself to perfectly match the screen resolution (I have tried it with: (all in landscape)
960dp x 720dp
640dp x 480dp
470dp x 320dp
426dp x 320dp
1196dp x 720dp
and 720dp x 720dp
They all worked fine (it won´t go over 735)
Now, my question is... let´s say that for the 1196 x 720 I have a textField, a textFormat and a legend that appears on the top of the screen (as a title):
var fmat:TextFormat = new TextFormat();
fmat.font = "Times New Roman";
fmat.size = 105;
fmat.color = "0xFF0000";
var titulo:TextField = new TextField();
titulo.x = 145;
titulo.y = 30;
titulo.width = 1290;
titulo.height = 122,10;
titulo.defaultTextFormat = fmat;
titulo.antiAliasType = AntiAliasType.ADVANCED;
titulo.text = "THE TITLE OF WHAT IM DOING";
addChild(titulo);
How do I (if possible) auto size the textField and format to keep the same proportion according to the screen resolution?
Try something like this..
titulo.autoSize = "left";
titulo.text = "THE TITLE OF WHAT IM DOING";
var txt_holder:Sprite = new Sprite();
txt_holder.addChild(titulo);
stage.addChild(txt_holder);
stage.addEventListener(Event.RESIZE, onStageResize);
function onStageResize(e:Event):void {
txt_holder.width = stage.stageWidth * 0.8; // 80% width relative to stage
txt_holder.scaleY = txt_holder.scaleX; // To keep aspectratio
txt_holder.x = stage.stageWidth / 2;
txt_holder.y = 10;
}
With a few extra settings in your app you could calculate what the scaling factors should be for the x-axis and y-axis based on what the resolution is and then set the scalex and scaley properties of the TextField.
Reference: http://help.adobe.com/en_US/FlashPlatform/reference/actionscript/3/flash/text/TextField.html#propertySummary
I have run into a small graphics glitch in Flash. It seems to be both in FP9 - Exported via Flash CS3, and FP10 - Exported via the Flex 4 beta SDK.
The glitch / problem manifests itself as embedded text at a small point size "blooming" under certian conditions. It basically looks like the antialiasing becomes fatter at some level of text brightness. I have made a small test case below. (Obviously) You will need to embed the Arial font in your compiled SWF for the below code to work.
var myText:TextField = new TextField();
myText.embedFonts = true;
myText.antiAliasType = AntiAliasType.ADVANCED;
myText.autoSize = TextFieldAutoSize.LEFT;
var myFormat:TextFormat = myText.getTextFormat();
myFormat.size = 8;
myFormat.font = 'Arial';
myFormat.color = 0x663300;
myText.defaultTextFormat = myFormat;
myText.text = 'Bloom Example';
addChild(myText);
var composit:ColorTransform = new ColorTransform();
var timestamp:Number = getTimer();
function enterFrame (event:Event):void{
var n:Number = (getTimer() - timestamp) / 1000.0;
composit.redMultiplier = 1-n;
composit.greenMultiplier = 1-n;
composit.blueMultiplier = 1-n;
composit.redOffset = 250 * n;
composit.greenOffset = 250 * n;
composit.blueOffset = 0;
myText.transform.colorTransform = composit;
if ( n >= 1 ) removeEventListener(Event.ENTER_FRAME, enterFrame);
};
addEventListener(Event.ENTER_FRAME, enterFrame);
You can see an example of the problem by rolling over the graphical element here: http://bandcamp.fieldsofnoise.org/dump/bloom.swf
It's not really an option to change to AntiAliasType.NORMAL as it makes the text way less readable at this point size.
Any help finding an appropriate resolution to this problem would be appreciated.
I think when you change the brightness then you're maxing out the values for all pixels the font is rendered with including the anti-aliasing pixels. Have you tried changing the color rather than increasing the brightness? Or even applying a simple tint?