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lukelukeluke

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Posts posted by lukelukeluke

  1. This thing is confusing me I made a bmp 320*120000 and scrolled it up the stage and it was still running at a solid 60 fps with out blitMask. ... I don't get it. The whole point of me trying to use blitMask is that i thought scrolling a big bitmap would be slow , is that not a big bitmap ? because its running fine. Is it something to do with the GPU ? are blitMasks benefits only noticeable on CPU ? if this is so maybe It would still be useful for older devices ? but the problem still stands is that should using blitMask in my test make things slower ?

  2. I just did a test in a brand new project with this code on the first frame and a symbol in the library with text field.

     

     

    import flash.display.MovieClip;
    import hiResStats.net.hires.debug.Stats;
    import flash.display.BitmapData;
    import flash.display.Bitmap;
    import com.greensock.*;
    import flash.events.*;
    
    var stats:Stats = new Stats();
    
    
    var holder:MovieClip = new MovieClip();
    addChild(holder);
    for (var i=0; i<1000; i++) {
    var newitem:item = new item();
    newitem.label.text=String(Math.random());
    var bmp:BitmapData=new BitmapData(320,60);
    bmp.draw(newitem);
    var bitmap:Bitmap=new Bitmap(bmp);
    bitmap.y=i*60;
    holder.addChild(bitmap);
    }
    
    var blitMask:BlitMask=new BlitMask(holder,0,0,320,480,true,true);
    addChild(stats);
    
    addEventListener(Event.ENTER_FRAME,go);
    
    function go(e:Event) {
    holder.y-=10
    }

     

    iPhone 4s ,GPU ,full screen , 60fps

     

    with blitMask on it runs at 55fps(quite noticeable) and sometimes crashes at start up

    without blitMask it runs flawlessly at 60fps .

    :?

  3. Hello and thanks for your reply , also thank you very much for your work.

    I just did a test on the pc to see if my code had a problem.

    I created a 320*180000 clip with out bitMask it was scrolling around 50fps with bitMask 55fps.

    So I can confirm on the PC there is an improvement.

     

    so its not my code. must be an iOS problem.

    I guess ill have to go without .

  4. Hi there,

    Here is my code :

     

    package {
    	  import flash.display.MovieClip;
    	  import com.greensock.*;
    	  import flash.events.*;
    	  public class test extends MovieClip {
    				public var blitMask:BlitMask;
    				public var holder:CONTENT;
    				public var moving=true;
    				public function test() {
    						  holder = new CONTENT();
    						  addChild(holder);
    						  addEventListener(Event.ENTER_FRAME,update);
    						  blitMask=new BlitMask(holder,0,0,320,185,true);
    				}
    
    
    				private function update(e:Event) {
    						  if (moving) {
    									holder.x+=1;
    									blitMask.bitmapMode=true;
    									blitMask.update();
    						  } else {
    									blitMask.bitmapMode=false;
    						  }
    				}
    
    
    				public function addMoreClips(clip) {
    						  holder.addChild(clip);
    						  ///What shoud I do here to update the blitmask ?
    				}
    	  }
    }

     

     

    like i said this runs fine on pc but really slow on iOS .

    without blitMask it is running at 60 fps on iOS with blitMask is much slower.

    the content is just about 20 clips with text in each.

    I am running it GPU mode and the whole movie gets scaled to the size of the screen once when starting the app.

     

    what have I done wrong ?

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