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You're right. That behavior is not yet implemented in FlashCanvas.
I suppose most canvas applications don't use this scaling, but this problem
should be fixed someday.
Original comment by revu...@gmail.com
on 31 Oct 2010 at 4:34
Since you can't use another canvas as a parameter for drawImage, and changing
canvas width/height style can't be used to zoom either, is there any other way
to implement bitmap zooming? Bitmap zooming is useful when repeatedly redrawing
contents to animate zoom action is too slow.
Original comment by goo...@alekstra.com
on 11 Nov 2010 at 10:03
The next release of FlashCanvas Pro will support canvas-to-canvas copy. For
now, you can try a beta version linked from the following thread.
http://groups.google.com/group/flashcanvas/browse_thread/thread/2f4b5558ae57d499
Original comment by revu...@gmail.com
on 11 Nov 2010 at 10:31
Tested new version with two 800x500px canvases. drawImage took 900ms before
visible results but the method itself returned immediately! 500x300px drawImage
took 350ms before visible results.
2.67 GHz quadcore Xeon (W3520), Windows XP running in virtual machine + IE6. No
visual lag (<20ms) running natively in FF4 or Google Chrome in same VM.
Is there any other way to do bitmap scaling?
Original comment by goo...@alekstra.com
on 1 Dec 2010 at 4:33
When drawImage() method is used, the bitmap data of the source canvas is cached
in Flash. And when you call drawImage() again, it will be processed faster if
the source canvas has not changed. So, executing a dummy drawImage() before the
real copy might solve your problem.
It would be a hard task to add a support for CSS pixels. I can't implement that
feature immediately.
Original comment by revu...@gmail.com
on 1 Dec 2010 at 10:23
Yeah, I noticed that. Transferring bitmap data (or rasterization+transfer?)
from Flash object to another seems to be slow.
Without knowing anything about Flash internals, would it be possible to emulate
multiple canvases inside just one Flash object to enable fast blits between
canvases?
Original comment by jani.pii...@gmail.com
on 10 Dec 2010 at 11:08
FlashCanvas uses LocalConnection to transfer bitmap data between Flashes.
http://livedocs.adobe.com/flash/9.0/ActionScriptLangRefV3/flash/net/LocalConnect
ion.html
But you can specify the canvas element itself as an image source of
drawImage(), as shown in the following code. In that case, the data transfer
requires little time.
var canvas = document.getElementById("mycanvas");
var ctx = canvas.getContext("2d");
......
// Copy the image from left to right within the same canvas.
ctx.drawImage(canvas, 0, 0, 100, 100, 200, 0, 100, 100);
If you'd like to hide the copy source, you can place that region in an
off-screen area or under some other element.
Your idea is promising to make the blit faster. But I fear that your idea
doesn't work well in some cases.
<canvas id="canvas1" width="100" height="100"></canvas>
<div id="div" style="width:100px; height:100px; display:inline-block;"></div>
<canvas id="canvas2" width="100" height="100"></canvas>
In this example, canvas1 should be displayed under the div, while canvas2
should be displayed over the div. Probably your implementation cannot manage
such an overlay.
Original comment by revu...@gmail.com
on 11 Dec 2010 at 5:31
The underlying issue - canvas not scaling - is still not resolved.
You seem to prefer setting
stage.scaleMode = StageScaleMode.NO_SCALE;
for some reason. Whatever the reason, that makes the "canvas" useful (drawing
area) not scale. This affects negatively both, the css's 100%, and page's Zoom
setting. On all IEs when zoom != 100% with .NO_SCALE drawing area stays same
(in screen pixels), while page grows.
Please, set scaleMode to "showAll" or better yet, allow us to pass scaling mode
with FlashVars. <- problem solved.
Original comment by dvdotsenko
on 18 Oct 2011 at 12:25
When I simply changed the scaleMode, a very small canvas was displayed. I guess
I have not implemented something important regarding the Flash size. I'll check
the code when I have time during the next week or two.
Original comment by revu...@gmail.com
on 18 Oct 2011 at 8:06
I found that changing scaleMode to SHOW_ALL does in fact fix the browser
scaling issue. Can anyone else confirm? Attached is the modified .swf.
Original comment by ashvinja...@gmail.com
on 7 Feb 2012 at 11:18
Attachments:
I explored whether we can utilize the SHOW_ALL mode to solve this problem. In
short, the SHOW_ALL mode is useless.
The width and height, which were defined at the compilation, dominates the
behavior of the SHOW_ALL mode. Suppose that your application uses a canvas
element whose size is 200x200. To make your application work, you need to edit
FlashCanvas.as in the
following way:
[SWF(width="200",height="200",backgroundColor="#FFFFFF")]
I can't adopt it as an official solution, because it requires recompilation at
every time when the canvas size is different.
Original comment by revu...@gmail.com
on 11 May 2012 at 10:13
>I found that changing scaleMode to SHOW_ALL does in fact fix the browser
scaling issue. Can anyone else confirm? Attached is the modified .swf.
No, it doesn't.(((
looking for solution
attached 2 files on 125% scale with default and recompiled swf
Original comment by nolan0...@gmail.com
on 20 Jun 2012 at 9:30
Attachments:
Original issue reported on code.google.com by
inexorab...@hotmail.com
on 30 Oct 2010 at 7:33Attachments: