Large photos freeze flash player, example file included.
This was working with Flash 10, but 10.1 kills it I am not sure if its the server or client side that makes it freeze.
File is located at
http://laceybrowne.com/broke.fla
Thanks!
also posting the code at the bottom for people who can't download
import flash.display.BitmapData
stop();
var aScene:Array = []
var aSceneWidth:Array = []
var aSceneHeight:Array = []
nCanvasWidth = Stage.width-50
nCanvasHeight = Stage.height
nCanvasRatio = nCanvasWidth / nCanvasHeight;
aScene[0] = this.createEmptyMovieClip('scene', 1);
var oLoader:MovieClipLoader = new MovieClipLoader()
oLoader.addListener(this); //use the main timeline to listen and respond to oLoader's broadcast events
//sScenePath = "http://laceybrowne.com/8702373.jpg"//works
sScenePath = "http://laceybrowne.com/8964867.jpg"//doesn't work, freezes everything in flash player 10.1
oLoader.loadClip(sScenePath, aScene[0])
function onLoadInit(_mc:MovieClip)
_mc.forceSmoothing = true;
_mc._quality = "BEST";
if(_mc._name == "scene")
// transfer image to bitmap object
aScene[0]._x = 0
aScene[0]._y = 0
aSceneWidth[0] = _mc._width
aSceneHeight[0] = _mc._height
else
_mc._height = 50;
_mc._width = 50;
function setSceneSizes(i)
var nWidth = aSceneWidth[i];
var nHeight = aSceneHeight[i];
if(nWidth/nHeight < nCanvasRatio)
var nStartWidth = nCanvasWidth;
var nStartHeight = (nHeight / nWidth) * nCanvasWidth;
else
var nStartWidth = (nWidth / nHeight) * nCanvasHeight;
var nStartHeight = nCanvasHeight;
aScene[0]._width = nStartWidth;
aScene[0]._height = nStartHeight;
haha yes we did, but it broke as soon as I went to 10.1!
The .draw command was killing big pictures once i went to 10, then i removed the draw commands and just worked with the loaded MC, and it worked, then i updated to 10.1 and it doesn't work now... driving me nuts.
and not 100% sure what you mean by not accessing the data, I have to change its width/height/x/y once it comes in.
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