Comments (6)
I finished the function with rendertexture. Thank you
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Congrats! Happy to hear that. 😁
from starling-framework.
Have you looked at using a RenderTexture? For what you want to do it should be able to do it, and it has the advantage of being much much faster - drawing to a BitmapData is about the slowest graphics operation there is.
A RenderTexture also works very straightforwardly, while drawing to BitmapData has known bugs such as this:
airsdk/Adobe-Runtime-Support#392
It does not sound like the same bug but the underlying drawing routine which it relies on has bugs on some platforms.
The RenderTexture sample code (for the Starling sample on the website) is here
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Having a look at the RenderTexture class is definitely a good idea, as John suggested! If you can live with its downsides (mainly that it's corrupted when the context is lost, and that you cannot read any pixel data), then this is definitely the preferred way.
However, your problem is most likely connected to the contentScaleFactor
Starling is using. My guess is that the stage size is not equal to the viewport size. DisplayObject.drawToBitmapData
always draws in the best possible resolution – and with a contentScaleFactor
different to 1.0
, this means that not all of the pixels will fit into the BitmapData instance.
Please try the following:
var scale:Number = Starling.current.contentScaleFactor;
originalBitMapData=new BitmapData(tar.width * scale, tar.height * scale);
// ...
I think that should do the trick!
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It doesn't seem to work for me to try ‘Starling.current.contentScaleFacto’. I'm looking at render texture right now. Thank you, John
from starling-framework.
Hm, that's weird. There's another, internal scale factor you could try: Starling.painter.backBufferScaleFactor
— if that's not it, either, then I'd need a standalone example to check out what's going on.
But, in any case, using RenderTexture would definitely be the preferred way to go, anyway.
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Related Issues (20)
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