Dude you rock! Thanks! Once the image complete loading I create a scale matrix, maintaining the aspect ratio and then draw it to a new bitmap, then dispose of the old data. Saves a ton of memory!
/********** CODE ************/ //When image loaded, create scaled bitmap private function LoadComplete(evt:Event):void { evt.stopImmediatePropagation(); var loader:Loader = Loader(evt.target.loader); var image:Bitmap = Bitmap(loader.content); var sxy:Number = (image.width > image.height)? (95/image.width):(95/image.height); var scaleMatrix:Matrix = new Matrix(); scaleMatrix.scale(sxy,sxy); var container:UIComponent = new UIComponent(); addChild(container); var scaledImage:Bitmap = new Bitmap( new BitmapData(95,95,true,0)); scaledImage.bitmapData.draw(image,scaleMatrix); container.addChild(scaledImage); contentLoader = null; image.bitmapData.dispose(); } --- In flexcoders@yahoogroups.com, "Alex Harui" <[EMAIL PROTECTED]> wrote: > > Scale it, use bitmapData.draw to get the new results > > > > ________________________________ > > From: flexcoders@yahoogroups.com [mailto:[EMAIL PROTECTED] On > Behalf Of Ezekiel48 > Sent: Thursday, May 01, 2008 11:43 AM > To: flexcoders@yahoogroups.com > Subject: [flexcoders] Image Resampling > > > > I want to create a thumbnail of a picture, but if I just resize the > picture to say, 95X95 pixels the data of the 6MP picture is still > loaded into memory so the program take up A LOT of memory. I want to > resize and/or resample the image to be of a lower resolution so the > unused data can be cleaned out of memory. > > I have looked around and heard about sending an image to a server to > be resized but when I need thumbs for a TileList and sending all those > images to the server would take too long. Does anyone have any > suggestions? Thanks in advance. >