Hey Jonathan,

Thanks so much for your response.  I think I now have a clearer
understanding of my issue, and I may need an extension or change to the API
to accomplish what I need to accomplish.

I need to render my own BitmapData instance as a GroundOverlay, because I
want to make dynamic changes to the BitmapData.  But I'm stuck between two
options of GroundOverlay: renderContent 'true', which generates an internal
bitmap based on your bitmap (but discards your initial object), and 'false'
which uses your content directly, but doesn't clip your bitmap to the
viewport.

The issue is that as user zooms in, the overlay is getting scaled up -- and
quickly enough the overlay is too big for Flash to render correctly.
 GroundOverlay (with renderContent=true) must crop its internal bitmap to
avoid this issue, but it doesn't do it if you tell it you are rendering your
own content.

So what I really need is access to the internal bitmapData of the
GroundOverlay class or to be able to set it directly.  I can't just subclass
it because we don't get access to the real classes, with everything mediated
by the Wrapper classes.

Can anyone advise me?  Is there a way around having to request an API
extension?  Or could Google provide a sample GroundOverlay class that does
the necessary clipping based on the viewport of the map, that avoids the
scaling issue?

--j

On Thu, Feb 4, 2010 at 6:01 PM, Jonathan Wagner <[email protected]>wrote:

> 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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