thanks for your time guys
henrik got it - i stored a reference to the item, it's parent and it's mask
and pulled them into another sprite and grabbed that - worked a treat
private function addItemToBitmapData(item:Sprite, bmd:BitmapData,
mat:Matrix):void
{
var itemParent:DisplayObjectContainer;
v
if you are using a rectangular mask, try just using scrollRect instead.
var container:Sprite = new Sprite()
container.addChild(myBitmap)
container.scrollRect = new Rectangle (0, 0, myBitmap.width,
myBitmap.height);
make the rectangle whichever dimensions you care about, but that might do
it...
hmm interesting - okay - i'll give that a shot
best
a
On 28 July 2011 17:12, Henrik Andersson wrote:
> Sounds like the classical "mask not being in a display list" issue, but in
> a new variation.
>
> Ensure that both the mask and the maskee is in the container passed to the
> draw call.
>
Sounds like the classical "mask not being in a display list" issue, but
in a new variation.
Ensure that both the mask and the maskee is in the container passed to
the draw call.
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hey folks
I'm having an issue with BitmapData.draw(). If i try to use it on a masked
item, i get strange results (usually nothing). If i unmask the item first, i
get a result as expected but obviously no mask.
Is there any way to do both? I'm thinking I'll have to loop through all of
the pixels i
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