Hey Josh,

I have used custom overlays for a couple of thinks, one where I have
flash doing on the fly rendering is this one 
www.scribblemaps.com/markercomplex/.
Now you're saying you're hitting the bitmap memory limit. Flash
doesn't support images that are larger then 2000x2000, their also a
quirk with flash that you might hit a bug if you're instantiating
ALOT, and I mean ALOT of bitmaps very rapidly.

Now if you have a very large image, and you want to render it in
Google Maps, really the only way to do it is through tile cutting, I
think Pamela has a post somewhere on here talking about it.
Essentially you need to cut the image into 256x256 tiles, and then
load them as needed. Tile cutting scripts will usually also allow you
to specify where parts start, and it names the tiles for you, their
name will usually be something like X_Y_Z.png. From there you can use
the loadTile function of an overlay to pull the write tiles to the
map. What you don't what to do is try and load a 2000x2000+ image into
flash, that definitely won't work.

Hope that helps!
Jonathan
ScribbleMaps.com


On Feb 4, 10:17 am, Josh Marcus <[email protected]> wrote:
> Hey folks,
>
> Does anyone have an example or a demo of a custom GroundOverlay, e.g. an
> overlay class that handles its own rendering and is used with
> "renderContent: false" as a GrandOverlayOption?  I'm trying to figure out
> how to best handle the Flash scaling limit -- my custom overlay is
> disappearing at high zoom levels, as (I believe) I'm coming up against the
> memory limits of bitmaps in Flash.  Has anyone worked on this kind of issue
> before?  I'd love some example code about how to clip the displayed bitmap
> to the viewport extent.
>
> Thanks!
>
> --j

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