
ContextSavePNG
2 years ago
Sunday January 17, 2010 / HYPE ver 1.1.1 launched today and Branden Hall and myself are super excited to release our new class ContextSavePNG which allows you to rip your small Flash canvas to a much larger transparent PNG.
Here is a quick video showcasing it's use. ROCK AND ROLL !
Here is a quick video showcasing it's use. ROCK AND ROLL !
MOV
00:14:09
5 Related collections
| Date | Plays | Likes | Comments |
|---|---|---|---|
| Totals | 2,393 | 39 | 10 |
| Feb 15th | 0 | 0 | 0 |
| Feb 14th | 0 | 0 | 0 |
| Feb 13th | 0 | 0 | 0 |
| Feb 12th | 0 | 0 | 0 |
| Feb 11th | 0 | 0 | 0 |
| Feb 10th | 3 | 0 | 0 |
| Feb 9th | 0 | 0 | 0 |
-
Vimeo: About / Blog / Developers / Jobs /
Community Guidelines /
Help Center / Video School / Music Store / Site Map
/ Vimeo
or
-
Legal: TM + ©2012 Vimeo, LLC. All rights reserved. / Terms of Service / Privacy Statement / Copyright

Prev week
I am really amazed how you did the async png encoding trick and how you can save/merge bitmaps larger than the flash limits (4096x4096). Is this reusable (or are there classes available) without the use of hype framework? Can you explain this to me?
Mark... Branden should have TGA output in the next release which can go even bigger.
twitpic.com/yr4bo
you can use HYPE in your own AS3 projects... however ContextSavePNG and the upcoming ContextSaveTGA need to use a BitMap and also need to use FilterCanvasRhythm if you plan on using filter like blur or glow.
HYPE is a set of classes you can used IN ADDITION to anything else you write in AS3... a HYPE project doesn't have to be 100% HYPE. you can write 99% of your project however you want and import and use only the portions of HYPE you need.
hope this helps,
The max size artwork (output) I've ever created from flash is 15000x15000px, but there are a lot of memory problems occurring working with those bitmap-sizes. So I render most at 10000x10000. I've written a c#-tool (tiler.stroep.nl) to merge all tiles into a big file. The HYPE solution would save a lot of time, I guess.
Did you already figured out what the max. bitmapsize could be with the CanvasPNGEncoder class?