Here's another method that would allow you to pass in the whole UIComponent.
Below is an example usage:
public function getUIComponentBitmapData( target:UIComponent, w:Number,
h:Number ) : BitmapData
{
// scale down (or up)
var scaleX:Number = w / target.width;
var scaleY:Number =
He shared all you need. Just pass in bitmap data of your image which I believe
is the source attribute.
var newImg:Image = new Image();
newImg.source = scaleBitmapData(originalImage.source,width,height);
--- In flexcoders@yahoogroups.com, "stinasius" wrote:
>
> hi, please share the whole class
hi, please share the whole class please.
I knew I had a class I wrote to do this...
If you have the large image, get its bitmapData, feed it to this function with
target's dimensions, and boom...you'll get the resized 'thumbnail' as Bitmap.
You can also change the return type and return the bitmapData "newBmd" (sorry
about the formatti
i just need a way to create a thumbnail from a larger image dynamically in flex
so that i dont have to store both a thumb and large image of the same image.
trying to save on storage and load time of application. can some one please
help out. thanks
On 16-Apr-09, at 10:59 PM, Bjorn Schultheiss wrote:
>
>
> --- In flexcoders@yahoogroups.com, "stinasius" wrote:
> >
> > any help guys?
> >
>
> http://www.brooksandrus.com/blog/2009/03/11/bilinear-resampling-with-flash-player-and-pixel-bender/
>
Just curious, but would the above way be better tha
--- In flexcoders@yahoogroups.com, "stinasius" wrote:
>
> any help guys?
>
http://www.brooksandrus.com/blog/2009/03/11/bilinear-resampling-with-flash-player-and-pixel-bender/
any help guys?
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