Yep - load the image with a  loader, then dump it to a BitmapData
object. Create 100 Bitmap objects that reference the single BitmapData
object. From the docs:

 

A Bitmap object can share its BitmapData reference among several Bitmap
objects, independent of translation or rotation properties. Because you
can create multiple Bitmap objects that reference the same BitmapData
object, multiple display objects can use the same complex BitmapData
object without incurring the memory overhead of a BitmapData object for
each display object instance.

 

HTH,

Ryan

 

From: flexcoders@yahoogroups.com [mailto:flexcod...@yahoogroups.com] On
Behalf Of flexaustin
Sent: Thursday, February 12, 2009 9:10 AM
To: flexcoders@yahoogroups.com
Subject: [flexcoders] Re: Loader URLRequest and reuse

 

Or maybe their is a different way to achieve the same end result by
importing the image via a loader and creating a bitmapdata copy of it?

TIA

--- In flexcoders@yahoogroups.com <mailto:flexcoders%40yahoogroups.com>
, "flexaustin" <flexaus...@...> wrote:
>
> Have a stumper question. Is there a way in a AS project to load an
> image (my.jpg) via a Loader/ URLRequest then store this returned
> my.jpg in a var and use it several times, say I wanted to create 100
> of my.jpg? 
> 
> And if so will it save on memory? 
> 
> Or if I create 100 Loader objects and each one load in a jpg from a
> URL will this use the same amount of memory as the above way?
> 
> Right now I am doing the second way and its killing my memory and I
> didn't know if their is a way to bring an image and use it as if it
> was an object in a Flash CS library. 
> 
> Again even if I achieved it the first way would it save me any memory?
>





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