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robeberhardt

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  1. well, now i feel dumb: turns out I was on 1.4 on one of my machines, works fine after updating. thanks
  2. I've read these threads: http://forums.greensock.com/viewtopic.php?f=1&t=3303&p=12689&hilit=320#p12689 http://forums.greensock.com/viewtopic.php?f=6&t=3860&p=15135&hilit=320#p15135 http://forums.greensock.com/viewtopic.php?f=6&t=3432&p=13561&hilit=320x160#p13561 and I'm guessing my problem is related to the issues and solutions desribed in those threads... I have a 1000x474 video, exported as h264/mp4 from After Effects CS5; it opens up at that size in QuickTime Player and VLC. When I load it with a VideoLoader it comes in at 320x160 unless I explicity pass width AND height as vars to the loader. The only workaround I have so far is to rely on the width and height in metadata, which seems risky. Here's a link to a demo fla: http://reallygoodsmell.com/320x160issue.zip Thanks for your help!
  3. I've used this technique successfully -- start a timer when you call the loader (You may need to adjust the timing depending on the weight of the assets you're bringing in) If the timer fires before your load finishes, show the progress animation... // ------------------------------------------------------------------- var queue : LoaderMax; var loader : ImageLoader; var t : Timer; queue = new LoaderMax({name:"loader"}); loader = new ImageLoader("http://someimage.jpg", {onProgress: onLoadProgress, onComplete: onLoadComplete } ); queue.append(loader); t = new Timer(500, 1); addEventListener(TimerEvent.TIMER, onTimer); load(); function load():void { // start the load process and the timer queue.load(); t.start(); } function onTimer(e:TimerEvent):void { // load hasn't finished yet, and the timer has gone off // build your progress animation into a sprite or movie clip that starts out hidden // and show it if the timer goes off TweenMax.to(progressAnimation, .5, { autoAlpha: 1 } ); } function onLoadProgress(e:LoaderEvent):void { // do something based on the load progress progressAnimation.scaleX = ImageLoader(e.target).bytesLoaded / ImageLoader(e.target).bytesTotal; } function onLoadComplete(e:LoaderEvent):void { // load is done, stop the timer t.stop(); }
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