Could be worth looking at storing a ByteArray and adding some
compression instead of storing the original BitmapData.
Tink
On 18 Apr 2008, at 19:15, handitan wrote:
Thanks for sharing the code, Eric.
Have you ever checked how much memory got increased whenever you load
your cached-img?
Wondering if 'Image-Caching' is any different than 'pre-loading'. If I
know my app will use (at some future point) a given SWF, I preload it,
make it invisible, and wait for the right moment. I'd consider that
'cached'.
thx
--steve...
I'm not passing a new passing a new bitmap instance every time i'm just
redrawing the existing one.
On Sat, Apr 19, 2008 at 5:10 PM, justSteve [EMAIL PROTECTED]
wrote:
Wondering if 'Image-Caching' is any different than 'pre-loading'. If I
know my app will use (at some future point) a given
Thanks for sharing the code, Eric.
Have you ever checked how much memory got increased whenever you load
your cached-img?
With my code, I always have a memory increase when I use the cached-
img because I always need to pass new Bitmap instance to image.load()
otherwise it will not load the
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